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Where Does the Unity Editor Store Logs and Cache?

Unity writes per project logs to Project/Logs/Editor.log, global logs to AppData Unity Editor on Windows (Library Logs Unity on Mac), and caches packages in the UPM global cache.

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Unity splits diagnostics between your project and global folders. Each project gets its own Logs directory with the editor log for that session. Global logs exist per machine for times when no project is open, plus package manager and licensing logs beside them.

Caches are the disk space story. The package manager global cache holds registry packages for reuse across projects, and the Asset Store keeps its own separate cache of downloaded vendors. Both are documented, both are safe to clear, and both refill on demand. The per project Library folder is a local import cache that version control should ignore.

Where Unity Editor stores this, by platform

Windows
%LOCALAPPDATA%\Unity\Editor\Editor.log

Global editor and package manager logs plus licensing logs. The per project Logs/Editor.log inside your project folder is usually more useful. Asset Store cache sits at %APPDATA%\Unity\Asset Store-5.x and UPM cache at %LOCALAPPDATA%\Unity\cache\upm.

macOS
~/Library/Logs/Unity/Editor.log

Global logs live here with upm.log beside them. UPM package cache is at ~/Library/Caches/Unity/upm and Asset Store downloads at ~/Library/Unity/Asset Store-5.x. Console.app also surfaces these logs.

Linux
~/.config/unity3d/Editor.log

Global editor log with upm.log beside it. UPM cache is at ~/.cache/Unity/upm and Asset Store cache at ~/.local/share/unity3d/Asset Store-5.x. Project Library folders stay per project and out of version control.

Frequently asked questions

Which Unity log should I check first?

Open the Logs folder inside your project and read Editor.log, which the manual recommends over the global log. The global file mixes every project and instance together. Pass a custom path with the logFile command line argument when you need the log somewhere specific.

Can I delete the Unity package cache?

Yes, if the account running the editor has full write access there. Delete the global cache folders to force a redownload when packages corrupt. Per project Library/PackageCache is also safe to delete since Unity rebuilds it on open, minus the import wait.

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