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The SDK’s runtime logging is a no-op by default. Runtime logs route through the static event Almedia.OnLog; when nothing is subscribed, they are discarded and nothing reaches the Unity Console. To see them, wire up the event explicitly:
AlmediaLogLevel values, in ascending severity: Verbose, Debug, Info, Warning, Error. Compare them with ==, or order them with <, <=, > and >=. The levels are chosen so that Error is safe to route into a crash reporter: Logs from the native plugins (iOS and Android) are forwarded into the same event by the bridge, so a single stream covers the entire runtime SDK. Route it into an existing pipeline (Sentry, custom analytics, etc.) by handling the event. Editor-only logs are an exception. The settings bootstrap and the iOS post-build hook write directly to the Unity Console; they are design-time feedback and bypass OnLog entirely.