# Using debug callbacks with Unity 5 integration on Android

**URL:** <https://qa.fmod.com/t/using-debug-callbacks-with-unity-5-integration-on-android/12932>\
**Category:** Unity\
**Created:** [January 17, 2017, 4:48pm UTC](https://qa.fmod.com/t/using-debug-callbacks-with-unity-5-integration-on-android/12932 "2017-01-17T16:48:01Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![rbedard-sem](https://avatars.discourse-cdn.com/v4/letter/r/3ec8ea/32.png) [@rbedard-sem](https://qa.fmod.com/u/rbedard-sem)\
**Post date:** [January 17, 2017, 4:48pm UTC](https://qa.fmod.com/t/using-debug-callbacks-with-unity-5-integration-on-android/12932/1 "2017-01-17T16:48:01Z")

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Hi,

Is it possible to make the Unity 5 integration of FMOD load the debug versions of FMOD libraries on Android so that I can use the `FMOD5_Debug_Initialize` function to log eveything to the console or something in-game?  
As far as I can tell the “L” versions of the libraries are not included in the Unity 5 package for Android, and the preprocessor branches in `RuntimeManager` only accept `UNITY_STANDALONE_WIN/OSX` for debug functions.  
This makes it pretty hard to understand what’s going on for Android targets.

Thanks!  
Renaud

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**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [February 2, 2017, 4:20am UTC](https://qa.fmod.com/t/using-debug-callbacks-with-unity-5-integration-on-android/12932/2 "2017-02-02T04:20:01Z")

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Yes indeed it looks like an oversight that it wasn’t included.

We’ll aim to get that fixed up for a future release, in the meantime you could grab the Android logging versions from our API installer and update the C# to load it.
