How It Works

Centralized Log Scanning
Debug Filter scans every C# file in your Unity project line by line to locate all Debug.Log, Warning, Error, and Assert calls.
Each detected call is mapped to its script, method, line number, and log type, then displayed in a single consolidated editor panel.
Smart Filtering System
Logs are dynamically grouped and can be filtered by type (Log, Warning, Error, Assert), method, script, or folder path. You can also isolate entries that are active, inactive, or modified from their defaults ideal for tracking only changed lines before a release.
Live Editor Integration
The system hooks directly into Unity’s internal Debug.LogHandler, intercepting runtime logs inside the editor.
Disabled logs (unchecked in the UI) are automatically suppressed from the Console window without altering your code during play or edit mode.
Hierarchical Folder Mapping
All scripts are organized in a tree that mirrors your project’s folder hierarchy (Assets/…, Packages/…).
This allows you to manage debugs on a per-folder, per-script, or per-method level, making it simple to find and clean up clusters of debug calls.
One-Click Code Operations
Each listed debug entry corresponds to its exact source line. You can open it, toggle its active state, reset changes, or delete it entirely with one click. Changes are immediately written to the source file and are fully Undo/Redo safe through Unity’s Undo system.
Persistent State & Preset System
All filtering preferences, hidden scripts, and layout states are saved automatically using EditorPrefs and serialized JSON data. For team workflows, you can store and share complete filter setups as Unity Presets applying them instantly across projects or users.
Console Toolbar Extension
Debug Filter adds an extra “Filter” button to Unity’s Console toolbar. Clicking it opens the same panel directly within the Console window, letting you manage logs inline without leaving your debugging workspace.
Last updated