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One method of debugging your code or animation flow is using logging messages. For this, motion-canvas has its own built-in way to log messages.

To get a reference to the Logger in motion-canvas you can use the useLogger function:

import {makeScene2D} from '@motion-canvas/2d';
import {useLogger} from '@motion-canvas/core';

export default makeScene2D(function* (view) {
const logger = useLogger();
// ...


Now that we know how to get a reference to the Logger we can take a look at different ways to log messages. On way is to use standard logging functions like debug, info, warn and error and simply log a string:

logger.debug('Just here to debug some code.');'All fine just a little info.');
logger.warn('Be careful something has gone wrong.');
logger.error('Ups. An error occured.');

These messages get then displayed in the UI under the Console tab on the left side.


In some cases you might want to have a bit more detail in your log messages like a stacktrace or an object. You can use payloads to provide more information to your log messages.

message: 'Some more advanced logging',
remarks: 'Some remarks about this log. Can also contain <b>HTML</b> tags.',
object: {
someProperty: 'some property value',
durationMs: 200,
stack: new Error('').stack,

This creates a collapsed log message in the UI which can be expanded to view all the details provided.


If you quickly want to debug something you can also debug(). That way you don't have to useLogger manually and create a payload.


Besides logging messages its also possible to profile certain sections of code with the Logger:

logger.profile('id'); // <-- starts the profiling
// some expensive calculation
logger.profile('id'); // <-- ends the profiling