Unity Hololens debugging in Visual Studio with IL2CPP?
I am running Unity 2018.2 and when building my Hololens project with IL2CPP, in Visual Studio 2017 I can no longer see any output when Debug.Log is called from my project's C# scripts.
I believe my question is related to this other question What is the best way to debug IL2CPP code?.
I have followed these instructions https://docs.unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html (Visual Studio (Windows)), the recommended tool installation for Hololens (https://docs.microsoft.com/en-us/windows/mixed-reality/install-the-tools) and the Hololens instructions on how to build a project in Unity (https://docs.microsoft.com/en-us/windows/mixed-reality/holograms-100).
Is there anything else that should be enabled to see the debug.log outputs when building with IL2CPP?
c# unity3d hololens il2cpp
add a comment |
I am running Unity 2018.2 and when building my Hololens project with IL2CPP, in Visual Studio 2017 I can no longer see any output when Debug.Log is called from my project's C# scripts.
I believe my question is related to this other question What is the best way to debug IL2CPP code?.
I have followed these instructions https://docs.unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html (Visual Studio (Windows)), the recommended tool installation for Hololens (https://docs.microsoft.com/en-us/windows/mixed-reality/install-the-tools) and the Hololens instructions on how to build a project in Unity (https://docs.microsoft.com/en-us/windows/mixed-reality/holograms-100).
Is there anything else that should be enabled to see the debug.log outputs when building with IL2CPP?
c# unity3d hololens il2cpp
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54
add a comment |
I am running Unity 2018.2 and when building my Hololens project with IL2CPP, in Visual Studio 2017 I can no longer see any output when Debug.Log is called from my project's C# scripts.
I believe my question is related to this other question What is the best way to debug IL2CPP code?.
I have followed these instructions https://docs.unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html (Visual Studio (Windows)), the recommended tool installation for Hololens (https://docs.microsoft.com/en-us/windows/mixed-reality/install-the-tools) and the Hololens instructions on how to build a project in Unity (https://docs.microsoft.com/en-us/windows/mixed-reality/holograms-100).
Is there anything else that should be enabled to see the debug.log outputs when building with IL2CPP?
c# unity3d hololens il2cpp
I am running Unity 2018.2 and when building my Hololens project with IL2CPP, in Visual Studio 2017 I can no longer see any output when Debug.Log is called from my project's C# scripts.
I believe my question is related to this other question What is the best way to debug IL2CPP code?.
I have followed these instructions https://docs.unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html (Visual Studio (Windows)), the recommended tool installation for Hololens (https://docs.microsoft.com/en-us/windows/mixed-reality/install-the-tools) and the Hololens instructions on how to build a project in Unity (https://docs.microsoft.com/en-us/windows/mixed-reality/holograms-100).
Is there anything else that should be enabled to see the debug.log outputs when building with IL2CPP?
c# unity3d hololens il2cpp
c# unity3d hololens il2cpp
asked Nov 12 at 16:42
jaraujo
1887
1887
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54
add a comment |
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54
add a comment |
1 Answer
1
active
oldest
votes
You don't actually need a debugger attached to see the output of Debug.Log
calls. All of that output will go to the player log.
You may also want to try Debug.LogError, which will display the error message in an on-screen window in the player, when you have made a development player build.
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53266538%2funity-hololens-debugging-in-visual-studio-with-il2cpp%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
You don't actually need a debugger attached to see the output of Debug.Log
calls. All of that output will go to the player log.
You may also want to try Debug.LogError, which will display the error message in an on-screen window in the player, when you have made a development player build.
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
add a comment |
You don't actually need a debugger attached to see the output of Debug.Log
calls. All of that output will go to the player log.
You may also want to try Debug.LogError, which will display the error message in an on-screen window in the player, when you have made a development player build.
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
add a comment |
You don't actually need a debugger attached to see the output of Debug.Log
calls. All of that output will go to the player log.
You may also want to try Debug.LogError, which will display the error message in an on-screen window in the player, when you have made a development player build.
You don't actually need a debugger attached to see the output of Debug.Log
calls. All of that output will go to the player log.
You may also want to try Debug.LogError, which will display the error message in an on-screen window in the player, when you have made a development player build.
answered Nov 13 at 12:05
Josh Peterson
1,6961016
1,6961016
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
add a comment |
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
Thanks Josh! What I usually do is to run my build in VS with Release>Start debugging and then I always got the Debug.Log messages in the output window. So you are saying that that is not possible anymore and I have to check the player log file?
– jaraujo
Nov 13 at 13:52
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
I was unaware that Hololnes builds put the Debug.Log statements in the Visual Studio output window. If that stopped working with IL2CPP, that sounds like a bug then. Can you send us a bug report via the Unity editor?
– Josh Peterson
Nov 14 at 11:56
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53266538%2funity-hololens-debugging-in-visual-studio-with-il2cpp%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
See Josh Peterson's response: "No, that is entirely possible.I forgot that the Hololens build generates two Visual Studio projects, one with the C# code and one with the generated C++ code. Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need."
– slaphshot33324
Nov 12 at 19:50
When I build I actually only see one project in my build folder. Everything is cpp related and not c#, but I may be missing something. If I do this, "Before you build a Hololens player in the Unity editor, find any C# script in the project and double-click on it from the Unity editor "Project" tab. That should open the C# code in Visual Studio that you need", this opens the VS project and respective C# scripts, but not the VS solution that was built, which is what I use to deploy in the Hololens.
– jaraujo
Nov 13 at 6:54