Debugging the build
In an ideal world, the Editor and the build would behave the same, but sadly that isn’t true. The Editor is prepared to work in a fast-iteration mode. Code and assets have minimum processing prior to being used to make changes often and fast, so we can test our game easily. When the game is built, a series of optimizations and differences from the Editor project will be applied to ensure the best performance we can get, but those differences can cause certain parts of the game to behave differently, making the profiling data of the player differ from the Editor. That’s why we are going to explore how we can debug and profile the game we have built.
In this section, we will examine the following build debugging concepts:
- Debugging code
- Profiling performance
Let’s start discussing how to debug the code of a build.
Debugging code
As player code is compiled differently, we can get errors in the build that...