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Unity debugging visual studio
Unity debugging visual studio











Create a new material and select your custom shader.Insert #pragma enable_d3d11_debug_symbols.

unity debugging visual studio

  • To debug a shader you have to compile with debug symbols, to do that, you have insert #pragma enable_d3d11_debug_symbols.
  • unity debugging visual studio

    If everything is configured correctly you should see “Use ‘Print Screen’ key to capture a frame” message in top left corner of the application.You’re ready to run Graphics Debugger, go to Debug->Graphics->Start Diagnostics.(Optional) In Command Arguments specify -force-d3d11, this will force Windows Standalone or Unity Editor to run under DirectX 11.In Command field, replace $(TargetPath) with path to Unity Editor or Windows Standalone, for ex., C:\MyApp\MyApp.exe.Go to Project->Properties->Configuration Properties->Debugging.Go to File->New->Project->Visual C++->Empty Project.Steps to capture frame from Unity Editor or Windows Standalone:

    unity debugging visual studio unity debugging visual studio

    Note: Frames can only be captured if Unity is running under DirectX 11, you can select DirectX 11 from Player Settings (PC, Mac & LinuxStandalone) -> Other Settings. Note: Unity Editor contains multiple child windows inside, this may cause Graphics Debugger to capture frame from incorrect window, to ensure that correct window will be captured, check ‘Maximize on Play’ tab, and hit Play button before capturing, but even then there’s no guarantee that the correct window will be captured, that’s why it’s not recommended to use Unity Editor for frame capturing. It’s recommended to use Visual Studio 2013, as it contains several fixes for Graphics Debugger. In Visual Studio 2012, Microsoft has indroduced Graphics Debugger, you can use it to capture a frame from platforms like Unity Editor, Windows Standalone or Windows Store Apps.













    Unity debugging visual studio