Pure C# contracts
Keep modules testable and portable by depending on `ILogger` instead of Unity APIs.
DRG Logging
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
"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
Keep modules testable and portable by depending on `ILogger` instead of Unity APIs.
Log initialization, callbacks, errors, retries, and provider behavior from the adapter boundary.
Use LoggerUnity today and keep room for file, remote, editor, or analytics-backed log sinks later.
Install
https://github.com/yanmasharski/drg.core.git#1.0.0
https://github.com/yanmasharski/drg.framework.git#1.0.0
Next module