In this case a Component was passed (this refers to the class we’re at, which eventually inherits after Component). Then by simply clicking on the log, the corresponding object will be highlighted. Now what does this mean? Let’s say our debug code looks like this: If you pass a GameObject or Component as the optional context argument, Unity momentarily highlights that object in the Hierarchy window when you click the log message in the Console. Public static void Log(object message, Object context) The solution: The first thing to beef up the log statement is to add an extra parameter to our call. The problem: You got a number of objects with the same name that would be normally hard to distinguish. However, what if it is not enough? Another parameter in Debug.Log The first move would normally be to throw a Debug.Log somewhere, where we expect our problem to happen. That often requires a thorough investigation of the causality and flow of our code. Sometimes things happen or do not happen differently than we expect it.