DRG Logging

Logging contracts for Unity modules and SDK adapters.

SDK flows fail in device-specific ways. DRG Logging keeps diagnostics available to pure C# modules, provider adapters, and optional framework composition without making every module depend on UnityEngine.Debug.

Problems developers search for

When SDK failures are visible only as scattered Debug logs.

"How do I log Unity SDK initialization and callbacks from pure C# modules without depending on UnityEngine.Debug?"

"How do I keep ads, consent, analytics, remote config, and save modules using the same logging contract?"

"How do I change log output later, from Unity console to remote logs or analytics, without touching every adapter?"

What it solves

Diagnostics without Unity dependencies everywhere.

Pure C# contracts

Keep modules testable and portable by depending on `ILogger` instead of Unity APIs.

SDK adapter visibility

Log initialization, callbacks, errors, retries, and provider behavior from the adapter boundary.

Framework-ready

Use LoggerUnity today and keep room for file, remote, editor, or analytics-backed log sinks later.

Install

Add the logging contract and optional Unity implementation.

https://github.com/yanmasharski/drg.core.git#1.0.0
https://github.com/yanmasharski/drg.framework.git#1.0.0

Next module

Use logging as the shared diagnostics layer for modules and providers.

Next: Framework concept