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Since the current examples do not work with Unity 5.x I made the
following changes to the already existing scripts, and also included a
new UnityScript file to the lot.
this has been deprecated in version 5, so I basically changed it to:
public void OnEnable(){
Application.logMessageReceived += HandleLog;
}
public void OnDisable(){
Application.logMessageReceived -= HandleLog;
}
Where we send logs when the object is active and stop when it is
inactive.
/Send WWW Form to Loggly, replace TOKEN with your unique ID from Loggly
var sendLog = new
WWW("http://logs-01.loggly.com/inputs/TOKEN/tag/Unity3D/", loggingForm);
Did two things here. The communication per se (the WWW object) is
handled on a separate function, mainly because of the coroutine
handling in c# and now I force the message to be sent with yield, ergo
removing any concurrency issues. My code:
StartCoroutine(SendData(loggingForm));
public IEnumerator SendData(WWWForm form){
//Send WWW Form to Loggly, replace TOKEN with your unique ID
from Loggly
WWW sendLog = new
WWW("http://logs-01.loggly.com/inputs/TOKEN/tag/Unity3D", form);
yield return sendLog;
}
Have fun :)