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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

Debugging with MonoDevelop – getting started


Earlier, we encountered the Debug.Log method of debugging to print helper messages to the console at critical moments in the code to help us see how the program executes. This method, while functional, however, suffers some significant drawbacks. First off, when writing larger programs with many Debug.Log statements it's easy to effectively "spam" the console with excessive messages. This makes it difficult to differentiate between the ones you need and the ones you don't. Second, it's generally a bad practice to change your code by inserting the Debug.Log statements simply to monitor program flow and find errors. Ideally, we should be able to debug without changing our code. Therefore, we have compelling reasons to find alternative ways to debug. MonoDevelop can help us here. Specifically, in the latest releases of Unity, MonoDevelop can natively attach itself to a running Unity process. In doing this, we get access to a range of common debugging...

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