A simple GDScript logger for Godot 4.
Features
- Simple API
- Colored output
- Fake warnings
- Output settings
- Supports Godot 4.1+
Documentation
The usage guide and documentation is available on Github.
The full changelog can be found here.
Limitations
Warnings are faked
Godot doesn't currently have any way to print a warning to the console through
gdscript, so all warnings sent by Glog are a yellow-colored rich_print(). The
warning is still labeled as a warning in the text output, but you can't filter
out the warnings like you can with the rest of the output.
This will remain an issue until Godot officially supports some kind of
printwarn().
Debugging panel
As far as I know, you can't change the traceback for push_warning() or
push_error(). For this reason, it's recommended to follow any Glog.warn() or
Glog.error() with a push_warning() or push_error() with the same message
so that Godot's debugger can properly show you where the warning or error was.
Limited C# support
Glog was written for GDScript. While you can still call the singleton from C#,
it's messy and error-prone. Debug traceback is also broken in C# and traces back
to glog.gd because of language differences.
If your codebase has a lot of C#, Glog may not be for you.
Changelog for version v1.1.1
2026-10-20 19:28:20
No changelog provided for this version.