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Augmented Reality with Unity AR Foundation

You're reading from   Augmented Reality with Unity AR Foundation A practical guide to cross-platform AR development with Unity 2020 and later versions

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838982591
Length 382 pages
Edition 1st Edition
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (14) Chapters Close

Preface 1. Section 1 – Getting Started with Augmented Reality
2. Chapter 1: Setting Up for AR Development FREE CHAPTER 3. Chapter 2: Your First AR Scene 4. Chapter 3: Improving the Developer Workflow 5. Section 2 – A Reusable AR User Framework
6. Chapter 4: Creating an AR User Framework 7. Chapter 5: Using the AR User Framework 8. Section 3 – Building More AR Projects
9. Chapter 6: Gallery: Building an AR App 10. Chapter 7: Gallery: Editing Virtual Objects 11. Chapter 8: Planets: Tracking Images 12. Chapter 9: Selfies: Making Funny Faces 13. Other Books You May Enjoy

Debugging with a debugger

Professional software developers are familiar with code debuggers, used to test and debug programs by stopping the execution at specific lines of code and examining the state of the memory and other runtime conditions. In this section, I will give you an introduction to using the Visual Studio debugger with Unity projects. The debugger can be used in both the Unity Editor play mode, as well as in your builds running on the attached device.

With a debugger, you can set a breakpoint at a specific line of code, where the execution will stop at that line, allowing you to query the values of variables, and wait for you to step through or continue the execution of the program.

To use a debugger in the Editor play mode you do not need to make any special changes, provided you are already using Visual Studio for your code editor (or another supported interactive development environment (IDE) such as VS Code or JetBrains Rider). You can configure Unity for your...

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