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Finding and Reading Game Logs

Game logs are the primary diagnostic tool for troubleshooting Unturned™ mods. Every asset load failure, validation error, and runtime exception is recorded in the game's log files. Knowing where to find these logs, how to read them, and how to filter them for relevant information is an essential skill for any mod author or server operator. The game produces two main log files: Client.log (for client-side issues) and Server.log (for server-side issues). Additional logs are produced when specific diagnostic flags are enabled.

57 Studios™ has documented and validated the complete game log system. This reference covers the log file locations for Windows, Linux, and macOS installations, the structure of log entries, the patterns that indicate common mod issues, the log level configuration that controls verbosity, and the techniques for filtering logs to find specific asset errors quickly.

The Unturned Client.log file open in a text editor showing error entries

Documentation source: This article references the official Smartly Dressed Games modding documentation for the Asset Validation chapter, combined with the 57 Studios cohort's empirical analysis of log file patterns across common modding scenarios. Log file locations are based on the standard Steam installation directory structure.

Who this article is for

This guide is written for Unturned™ mod authors and server operators who need to diagnose issues by reading game log files. If you are new to modding, start with Project Folder Structure and GUIDs before returning here.

What you will learn

  • Where the Client.log and Server.log files are located on each platform
  • How to open and read log files with a text editor
  • The structure of a log entry (timestamp, severity, message)
  • The common error patterns that indicate mod-related issues
  • How to filter logs for specific asset errors
  • How to enable additional logging with command-line flags

Log file locations

The game stores log files in the Logs/ subdirectory of the Unturned installation directory. The default installation path on each platform is:

PlatformDefault installation pathLog file location
Windows (Steam)C:\Program Files (x86)\Steam\steamapps\common\Unturned<InstallDir>\Logs\Client.log
Windows (Steam)Same as above<InstallDir>\Logs\Server.log
Linux~/.steam/steam/steamapps/common/Unturned<InstallDir>/Logs/Client.log
macOS~/Library/Application Support/Steam/steamapps/common/Unturned<InstallDir>/Logs/Client.log

The Client.log file records events from the client-side game process. The Server.log file records events from the dedicated server process. Both files use the same format and can be analyzed with the same techniques.

Log file structure

Each log entry follows a standard format with a timestamp, severity level, and message.

2026-07-26 14:30:00 - [Info] - Loading asset bundle core.masterbundle
2026-07-26 14:30:01 - [Warning] - Failed to find asset with GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
2026-07-26 14:30:02 - [Error] - Could not find master bundle CustomWeapons.masterbundle
ComponentFormatExampleMeaning
TimestampYYYY-MM-DD HH:MM:SS2026-07-26 14:30:00The date and time of the event
Severity[Severity][Error]The severity level of the event
MessageFree textCould not find master bundle...The event description

Severity levels

LevelMeaningAction required
[Info]Informational messageNo action needed
[Warning]Non-critical issue; asset may have degraded functionalityReview and fix if possible
[Error]Critical issue; asset or feature failed to loadInvestigate and fix
[Exception]Unhandled exception in the game codeLikely indicates a mod compatibility issue

Common error patterns

The following table maps log entry patterns to their most likely causes and resolutions.

Log patternLikely causeResolution
Failed to find asset with GUIDA GUID reference could not be resolvedVerify the referenced asset is loaded
Could not find master bundleA master bundle file is missingCopy the bundle file to the correct directory
Parser error at lineA .dat file has invalid syntaxFix the syntax error at the reported line
duplicate GUIDTwo assets share the same GUIDGenerate a new GUID for one of the assets
Mesh not readableA mesh is missing the CPU Readable flagEnable Read/Write in Unity import settings
Missing localization fileNo English.dat in the asset folderCreate English.dat in the asset folder
Hash mismatchAsset bundle version mismatchRebuild the bundle or update the version
Could not find typeAsset type is not recognizedVerify the Type field in the .dat file

Filtering logs for asset errors

When diagnosing a specific asset issue, filtering the log file for relevant entries is more efficient than reading the entire file.

Filtering by severity

Search for [Error] to find all critical issues. Search for [Warning] to find non-critical issues that may still affect functionality.

Filtering by GUID

If an asset has a known GUID, search for that GUID string in the log file. The search returns all entries that reference that specific asset.

Filtering by asset name

If an asset has a known name (the Name field from the .dat file), search for that name in the log file. Note that the log may reference the internal name rather than the display name.

Log level configuration

The default log level includes Info, Warning, and Error messages. Additional detail can be enabled through command-line flags.

FlagAdditional loggingUse case
-ValidateAssetsComprehensive asset validation resultsBefore publishing a mod
-LogLevelBatchingTextureAtlasExclusionsAtlas exclusion reasonsOptimizing level batching
-ValidateLevelBatchingUVsUV validation resultsVerifying atlas compatibility
-DisableCullingVolumesNo additional logging (disables feature)Performance comparison

The 57 Studios cohort recommendation is to always run with -ValidateAssets when diagnosing mod issues. The additional logging provides detailed information about every asset validation check.

FAQ

How do I open a log file?

Log files are plain text files that can be opened with any text editor. Notepad++ and VS Code are recommended for their search and filtering capabilities.

Can I delete log files?

Yes. Log files can be deleted safely. The game creates a new log file the next time it starts. Deleting old logs is recommended before diagnosing a fresh issue so that the new log file contains only entries from the current session.

Why is my log file empty?

An empty log file may indicate that the game started but did not reach the logging initialization stage. This can happen if the game crashes before the logging system is initialized. Check the Windows Event Viewer (on Windows) or system logs (on Linux) for crash information.

Do log files contain personal information?

Log files contain the file paths of loaded mods, which may reveal the Steam username used in the installation path. Log files do not contain passwords, credit card information, or other sensitive data. Server operators should review the log for any mod file paths that could reveal server directory structure before sharing logs publicly.

How often are log files written to?

Log entries are written in real time as events occur. The log file is continuously updated during the game session.

Log file analysis workflow

The following step-by-step workflow is recommended for analyzing log files during mod troubleshooting.

Step 1: Clear old logs

Delete the existing Client.log or Server.log file before starting a new diagnostic session. This ensures that the new log file contains only entries from the current session.

Step 2: Enable validation logging

Add -ValidateAssets to the game's launch options. This enables the comprehensive validation checks and logs the results.

Step 3: Reproduce the issue

Launch the game and perform the actions that trigger the issue. This could be loading a map, spawning an item, or connecting to a server.

Step 4: Capture the log

After the issue is reproduced, close the game and open the log file in a text editor. The log file contains the full session record.

Step 5: Filter for errors

Search for [Error] to find all critical issues. Review each error entry and note the associated GUID or file path.

Step 6: Filter for warnings

Search for [Warning] to find non-critical issues. Review each warning for relevant information about the issue.

Step 7: Trace the root cause

Starting from the first [Error] entry, trace the chain of dependent failures. The first error is typically the root cause.

Common log entry patterns for mod issues

Log entryTypical mod issuePriority
Failed to find asset with GUID XMissing asset referenceHigh
Could not find master bundle XMissing bundle fileCritical
Parser error at line XInvalid .dat syntaxHigh
duplicate GUIDGUID conflictCritical
Missing localization file for XMissing English.datLow
Asset X has duplicate GUIDSame GUID used twiceCritical
Mesh X not readableNavmesh won't bakeMedium
Could not find type XInvalid or unsupported asset typeHigh

Log file management for server operators

Server operators should implement a log file rotation policy to manage disk space and maintain diagnostic history.

Server sizeLog retentionRotation frequencyNotes
Small (1-10 players)30 daysMonthlyKeep logs for 1 month
Medium (10-50 players)14 daysBi-weeklyKeep logs for 2 weeks
Large (50+ players)7 daysWeeklyKeep logs for 1 week

Best practices

  • Check the log file immediately after encountering any mod issue
  • Clear old log files before starting a diagnostic session
  • Use text editor search functionality to find relevant entries
  • Run with -ValidateAssets during diagnostic sessions
  • Save a copy of the log file before clearing it for reference
  • Search for [Error] first, then [Warning], then review Info entries

Appendix A: Quick-reference log analysis card

To findSearch forExample match
All errors[Error][Error] Could not find master bundle...
All warnings[Warning][Warning] Failed to find asset with GUID...
Missing assetFailed to find assetFailed to find asset with GUID a1b2c3d4...
Missing bundleCould not find master bundleCould not find master bundle Weapons.masterbundle
Syntax errorParser errorParser error at line 42: Unclosed dictionary
GUID conflictduplicate GUIDAsset CustomRifle has duplicate GUID...

Appendix B: Log file comparison between client and server

The following table compares the log file content between the client and server for the same event.

EventClient.log entryServer.log entry
Asset load failure[Warning] Failed to find asset with GUID X[Warning] Failed to find asset with GUID X
Master bundle missing[Error] Could not find master bundle X[Error] Could not find master bundle X
Parser error[Parser error] ... line Y[Parser error] ... line Y
GUID conflict[Error] Asset X has duplicate GUID(not shown; GUID validation is client-side)
Invalid item reference[Warning] Unknown item type for ID Z[Warning] Unknown item type for ID Z

Appendix C: Log file entry severity summary

SeverityMeaningColor in logPriority
[Info]Normal operational messageNoneNone
[Warning]Non-critical issue detectedYellowLow
[Error]Critical issue; asset or feature failedRedHigh
[Exception]Unhandled exceptionRed (bold)Critical

Appendix D: Log file FAQ for server operators

How do I share a log file for troubleshooting?

Share the log file through a pastebin service or by copying the relevant sections into a support ticket. Do not paste the entire log file into a chat message.

How large can a log file get?

Server log files can grow to hundreds of megabytes on busy servers. Implement the rotation schedule recommended in this article to manage file sizes.

Can I read a log file while the game is running?

Yes. The log file is written to disk in real time. Opening it in a text editor while the game is running is safe, but the file may be locked on some operating systems.

Appendix E: Complete log entry reference table

The following table documents every common log entry pattern, its severity, meaning, and recommended action.

Log entrySeverityMeaningAction
[Info] Loading asset bundle XInfoNormal loading of an asset bundleNo action
[Info] Asset X loaded successfullyInfoAsset loaded correctlyNo action
[Warning] Failed to find asset with GUID XWarningMissing GUID referenceFind and add the referenced asset
[Warning] Mesh X is readableWarningReadable flag unnecessarily enabledDisable Read/Write in Unity
[Warning] Texture X is readableWarningReadable flag unnecessarily enabledDisable Read/Write in Unity
[Warning] High vertex count on mesh XWarningMesh has too many verticesOptimize mesh
[Warning] Missing localization fileWarningNo English.dat presentCreate English.dat
[Error] Could not find master bundle XErrorMaster bundle file missingCopy bundle to correct directory
[Error] Parser error at line XErrorInvalid .dat syntaxFix syntax at reported line
[Error] Asset X has duplicate GUIDErrorTwo assets share the same GUIDGenerate new GUID
[Error] Missing mesh on renderer XErrorNo mesh assigned to Mesh FilterAssign mesh in Unity
[Error] Missing material on renderer XErrorNo material assignedAssign material in Unity

Appendix F: Log file command-line flags reference

FlagPurposeLog output
-ValidateAssetsEnable comprehensive validationDetailed asset validation results
-LogLevelBatchingTextureAtlasExclusionsLog atlas exclusion reasonsAtlas exclusion messages
-ValidateLevelBatchingUVsValidate UV coordinatesUV out-of-bounds messages
-PreviewLevelBatchingTextureAtlasVisualize atlas inclusionNo log output (visual mode)
-PreviewLevelBatchingUniqueMaterialsVisualize unique materialsNo log output (visual mode)
-DisableCullingVolumesDisable culling volumesNo log output (feature toggle)

Appendix G: Log-based diagnostic workflow for common mod issues

The following workflows use log entry analysis to diagnose specific mod issues.

Issue: Item does not appear in-game

  1. Search Client.log for Failed to find asset. If found, note the GUID and find which asset references it.
  2. Search for duplicate GUID. If found, generate a new GUID for one of the conflicting assets.
  3. Search for Parser error. If found, fix the syntax error at the reported line.
  4. Search for Missing localization file. If found, create English.dat for the affected asset.

Issue: Item appears but is invisible when equipped

  1. Search Client.log for Could not find master bundle. If found, add the missing bundle file.
  2. Search for prefab not found. If found, verify the prefab name in the .dat file matches the bundle content.
  3. Search for Missing mesh. If found, assign a mesh in Unity and re-export.

Issue: Server shows asset mismatch errors

  1. Search Server.log for hash mismatch. Note which asset is mismatched.
  2. Compare the Asset_Bundle_Version on the client and server.
  3. Update the client or server to use the same bundle version.

Appendix H: Log file entry count by severity (typical session)

The table below shows the typical number of log entries by severity for a normal game session versus a session with mod issues.

SeverityNormal sessionProblematic sessionNotes
Info200-500200-500Normal loading activity
Warning0-510-100+Increase indicates mod issues
Error01-20+Any error indicates a problem
Exception00-3Rare; indicates serious issue

Appendix I: Full log analysis workflow table

StepActionToolExpected outcome
1Clear old logsFile Explorer deleteEmpty log directory
2Enable validationAdd -ValidateAssets to launch optionsComprehensive validation logging
3Launch gameSteam clientGame loads with mods
4Reproduce issueIn-game actionsIssue triggers log entries
5Close gameExit gameLog file finalized
6Open log fileText editor (Notepad++)View full session log
7Filter for errorsSearch for [Error]All critical issues listed
8Filter for warningsSearch for [Warning]All non-critical issues listed
9Trace root causeRead first error entryRoot cause identified
10Fix issueEdit mod filesIssue resolved
11RetestRepeat steps 2-5Confirmation that issue is fixed
12Verify clean logRepeat steps 6-8No remaining errors related to the fix

Appendix J: Log file analysis for common server issues

The following table maps server-side log patterns to common server issues.

Server log patternServer issueResolution
[Error] Could not find master bundle XMissing mod bundle fileAdd bundle to server Bundles/ directory
[Warning] Failed to find asset with GUID XMissing asset referenceAdd the referenced mod
[Error] duplicate GUIDTwo mods conflictGenerate new GUID for one mod
[Warning] Hash mismatch for asset XClient-server version mismatchUpdate client or server to match
[Error] Parser error at line XCorrupted .dat file on serverRe-upload the mod files
[Warning] Missing localization fileMissing English.datAdd English.dat to the asset folder

Appendix K: Common server log patterns reference

Server log patternMeaningSeverityRecommended action
[Info] Server started on port 27015Server started normallyInfoNone
[Info] Loading workshop file XWorkshop mod loadingInfoNone
[Warning] Workshop file X not foundWorkshop mod missingWarningRe-check server Workshop config
[Error] Could not bind to port 27015Port already in useErrorChange server port
[Warning] Player X timed outPlayer disconnectedWarningCheck network connection
[Error] Asset validation failed for XAsset load failureErrorFix the referenced asset
[Warning] Stack trace loggedException occurredWarningCheck preceding log entries
[Info] Server shutting downNormal shutdownInfoNone

Appendix L: Log file backup and rotation script

The following script demonstrates log file rotation for server operators.

powershell
$logDir = "C:\Unturned\Servers\MyServer\Logs"
$backupDir = "C:\Unturned\Servers\MyServer\Logs\Backup"
$date = Get-Date -Format "yyyy-MM-dd"
Move-Item "$logDir\*.log" "$backupDir\$date" -ErrorAction SilentlyContinue

Appendix M: Log file analysis quick-reference card

SituationLog to checkSearch forExpected finding
Mod not loadingClient.log[Error]Asset load failure details
Item invisibleClient.logFailed to find assetMissing GUID reference
Server not showingServer.log[Error]Port binding or startup issue
Pink texturesClient.logMissing materialMaterial not assigned
Hash errorClient.logHash mismatchVersion mismatch details
Random crashesBoth[Exception]Unexpected error details
Performance issueClient.logHigh vertex or High materialResource usage warnings

Appendix N: Additional resources for log analysis

ResourceDescriptionURL
SDG modding documentationOfficial documentation for asset validation and logginghttps://docs.smartlydressedgames.com/en/stable/
Unity documentationUnity log file format referencehttps://docs.unity3d.com/Manual/LogFiles.html
57 Studios KBTroubleshooting section for log-related issueshttps://docs.57studios.net/troubleshooting/

Appendix O: Log file location quick-reference by platform

PlatformClient.logServer.logNotes
Windows (default)C:\Program Files\...\Unturned\Logs\Client.logC:\Program Files\...\Unturned\Logs\Server.logDefault Steam install
Windows (custom)<InstallDir>\Logs\Client.log<InstallDir>\Logs\Server.logCustom install location
Linux~/.steam/steam/.../Unturned/Logs/Client.log~/.steam/steam/.../Unturned/Logs/Server.logDefault Steam install
macOS~/Library/.../Unturned/Logs/Client.log(no server on macOS)Default Steam install

Appendix P: Log file size limits and management

Server typeTypical daily log sizeMax recommended sizeRotation frequency
Small (1-10 players)1-5 MB100 MBMonthly
Medium (10-50 players)5-20 MB250 MBBi-weekly
Large (50+ players)20-100 MB500 MBWeekly
Large with validation100-500 MB1 GBDaily

Log files larger than the recommended maximum should be rotated immediately. The game appends to the log file without truncation; old entries accumulate indefinitely.

Appendix Q: Log file analysis for common server startup scenarios

ScenarioExpected first log entryExpected last log entryTotal entries
Clean startup[Info] Starting Unturned...[Info] Server ready200-500
Missing mod[Info] Starting Unturned...[Error] Could not find master bundle X50-100
Mod conflict[Info] Starting Unturned...[Error] Asset X has duplicate GUID100-300
Port conflict[Info] Starting Unturned...[Error] Could not bind to port10-30
Corrupted save[Info] Starting Unturned...[Warning] Failed to load save data50-100

Appendix R: Log file reading best practices summary

  • Always clear old logs before a diagnostic session
  • Always enable -ValidateAssets for comprehensive logging
  • Search for [Error] first, then [Warning], then [Info]
  • The first [Error] is usually the root cause
  • Save log files before clearing them for future reference
  • Check both Client.log and Server.log when diagnosing server issues
  • Filter by GUID when tracing specific asset references

Appendix S: Log file analysis for specific mod issues

Mod issueLog patternAdditional contextAction
Weapon not spawningFailed to find assetGUID in logAdd referenced asset
Vehicle invisibleCould not find master bundleBundle name in logCopy bundle to directory
Map fails to loadAsset validation failedValidation detailsFix reported issues
Mod conflictsduplicate GUIDGUID in logGenerate new GUID
Spawn table empty(no log entry)N/ACheck spawn table weights
Crash on joinHash mismatchAsset nameSynchronize versions
ToolPurposePlatform
Notepad++Text editor with search and syntax highlightingWindows
Visual Studio CodeText editor with search, filtering, and git integrationWindows, Linux, macOS
grep (command line)Fast pattern search in log filesLinux, macOS, Windows (Git Bash)
Select-String (PowerShell)Pattern search in log filesWindows
Log file analyzerCustom tool for Unturned log analysisCommunity-created

Appendix U: External references

The 57 Studios documentation team maintains this guide to help mod authors and server operators diagnose issues through log file analysis. Effective log analysis is a foundational skill for any mod developer who publishes server-side content.

External referenceDescriptionURL
SDG Asset ValidationOfficial validation documentationhttps://docs.smartlydressedgames.com/en/stable/
Unity Log FilesUnity documentation on log fileshttps://docs.unity3d.com/Manual/LogFiles.html
57 Studios KBTroubleshooting section indexhttps://docs.57studios.net/troubleshooting/

Appendix V: External references Understanding log files is an essential skill for anyone who maintains modded Unturned servers.

Regular log file analysis is an essential practice for maintaining healthy modded Unturned servers and diagnosing mod issues quickly.

Authoring checklist

  • [ ] Know the log file location for the target platform
  • [ ] Can identify [Error], [Warning], and [Info] severity levels
  • [ ] Can filter logs by GUID, asset name, or error type
  • [ ] Can run the game with -ValidateAssets for detailed logging
  • [ ] Clear old logs before starting a diagnostic session

The 57 Studios documentation team recommends that all server operators implement a log review routine as part of their server maintenance schedule.

The 57 Studios documentation team maintains this guide as part of the comprehensive modding knowledge base. Feedback and corrections from the community are welcomed through the standard documentation contribution process.

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete guide to finding and reading game logs with file locations, entry structure, error patterns, and filtering techniques.

This document is maintained by the 57 Studios documentation team.

The 57 Studios documentation team maintains this guide as a living document. Feedback and corrections from the community are welcomed through the standard documentation contribution process.

The 57 Studios documentation team maintains this guide as a living reference for log analysis techniques. Regular log review is essential for maintaining server health and diagnosing mod issues quickly.

Cross-references