调试IL2CPP代码的最佳方法是什么? [英] What is the best way to debug IL2CPP code?

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问题描述

随着Unity淘汰了.NET脚本后端,我们一直在使用IL2CPP脚本后端,因此我们可以习惯它.我们很难调试c ++代码,因为创建的代码文件没有使用.NET代码中的相同方法名称.更具体地说,我们正在为Hololens仿真器进行开发.

With Unity doing away with the .NET scripting backend we have been using the IL2CPP scripting backend so we can get used to it. We have having a very hard time debugging c++ code as the code files created do not use the same method names from the .NET code. More specifically we are developing for the Hololens emulator.

我听说Unity推出了某种调试器,即使您使用IL2CPP脚本后端,您也可以在运行时调试托管的.NET c#代码,有人知道这是否正确吗?出来.有没有人在做一些使我们可能没有想到的调试工作变得容易的事情?

I heard that Unity is putting out some sort of debugger that will let you debug managed .NET c# code at runtime even when you use the IL2CPP scripting backend, does anyone know if that is true and, if so, when that will be coming out. Is anyone doing anything to make this debugging any easier that we may not be thinking of?

推荐答案

从Unity 2018.2开始,Unity支持使用IL2CPP脚本后端在C#中调试托管代码.调试经验与Mono脚本编写后端相同.在Windows上,您将需要安装了Visual Studio Tools for Unity扩展的Visual Studio.

Starting in Unity 2018.2, Unity supports debugging of managed code in C# with the IL2CPP scripting backend. The debugging experience is the same as with the Mono scripting backend. On Windows, you will need Visual Studio with the Visual Studio Tools for Unity extension installed.

您可以在此处查看托管调试器文档: https://docs. unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html

You can see the managed debugger documentation here: https://docs.unity3d.com/2018.2/Documentation/Manual/ManagedCodeDebugging.html

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