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JakubSlaby committed Aug 18, 2021
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5 changes: 4 additions & 1 deletion CHANGELOG.md
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Expand Up @@ -4,13 +4,16 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## [0.9.1] - 2021-08-18
### Changed
- Docs update, added screenshots

## [0.9.0] - 2021-04-25
### Added
- Chirp Initializer and component structure for creating easy initialization objects.

### Changed
- Added conditional to Chirp.Initialize() method.
- Added conditional to Chirp.Initialize() method.
- Fixes to how Chirp interacts with Unity Debug Logging methods.
- Fixes to Stack Trace construction

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11 changes: 10 additions & 1 deletion README.md
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Expand Up @@ -11,7 +11,15 @@ Simple Unity logging framework easily exandable for custom functionality
Best way to install Chirp is to download the latest package from [Releases](https://github.com/JakubSlaby/Chirp/releases), full source code is included in the UnityPackage.
Import the package in to your Unity project through `Assets/Import Package/Custom Package`.

### Initialisation
## Initialisation through a component
To quickly initialise the logging framework you can create a Chirp Initializer game object in your scene.
Simply go to `Tools/Chirp Logger/Create Initializer Object`.

![Log Example](Images/package-component.jpg)

Enable the available loggers (by default it comes with UnityConsoleLogger) and enjoy!

### Initialisation From Code
The framework needs to be enabled for each desired target platform through the settings window. You can find it by opening `Tools/Chirp Framework/Chirp Settings` or by navigating directly to Project Settings window.

To initialize the framework in runtime you can call `Chirp.Initialize()` anywhere from your code.
Expand Down Expand Up @@ -67,6 +75,7 @@ All chirp logging API methods are compiled conditionally and controlled through
If Chirp is disabled for given platform any calls to the API will be automatically skipped when compiling - this allows for easy changing of log levels and compiled features without the need to remove your own code.

You can easily adjust the settings through the Chirp Logging Framework Project settings (`Tools/Chirp Logging/Chirp Settings`).
![Log Example](Images/package-settings.jpg)

## Integrations
Thanks to it's simple structure Chirp Logging is highly customisable. Most extensions relying on the default Console will work out of the box.
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10 changes: 9 additions & 1 deletion WhiteSparrow/Logging/Readme.md
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Expand Up @@ -5,7 +5,15 @@ You can find Installation more detailed instructions at the github repository we
## Installation
Put the Chirp source files in Assets/Plugins.

## Initialisation
## Initialisation through a component
To quickly initialise the logging framework you can create a Chirp Initializer game object in your scene.
Simply go to `Tools/Chirp Logger/Create Initializer Object`.

![Log Example](../../Images/package-component.jpg)

Enable the available loggers (by default it comes with UnityConsoleLogger) and enjoy!

## Initialisation from code
First we need to enable Chirp Framework for each desired platform and set the Logging Level.
Navigate to `Tools/Chirp Logger/Chirp Settings` or you can find it in Project Settings window.
In here you will be able to select on which platforms Chirp is enabled and which log level will be set.
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