A bug was filed for this issue last year: http://feedback.unity3d.com/suggestions/change-application-dot-registerlogcallback-to-allow-multiple-callbacks
To get around this, I wrote a class to allow for multiple callbacks to be registered. Make sure let only this class make the call to Application.RegisterLogCallback.
using System.Collections.Generic; using UnityEngine; /// <summary> /// Unity only handles a single delegate registered with Application.RegisterLogCallback /// http://feedback.unity3d.com/suggestions/change-application-dot-registerlogcallback-to-allow-multiple-callbacks /// /// This class is used to work around that by allowing multiple delegates to hook to the log callback. /// </summary> public static class LogCallbackHandler { private static readonly List<Application.LogCallback> callbacks; static LogCallbackHandler() { callbacks = new List<Application.LogCallback>(); Application.RegisterLogCallback(HandleLog); } /// <summary> /// Register a delegate to be called on log messages. /// </summary> /// <param name="logCallback"></param> public static void RegisterLogCallback(Application.LogCallback logCallback) { callbacks.Add(logCallback); } private static void HandleLog(string condition, string stackTrace, LogType type) { for (var i = 0; i < callbacks.Count; i++) { callbacks[i](condition, stackTrace, type); } } }