Unity Hololens debugging in Visual Studio with IL2CPP?












1














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?










share|improve this question






















  • 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 '18 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 '18 at 6:54
















1














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?










share|improve this question






















  • 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 '18 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 '18 at 6:54














1












1








1







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?










share|improve this question













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






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 12 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 at 6:54












1 Answer
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oldest

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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.






share|improve this answer





















  • 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 '18 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 '18 at 11:56











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1 Answer
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active

oldest

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oldest

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active

oldest

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1














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.






share|improve this answer





















  • 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 '18 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 '18 at 11:56
















1














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.






share|improve this answer





















  • 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 '18 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 '18 at 11:56














1












1








1






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.






share|improve this answer












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.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 13 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 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 '18 at 11:56


















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