You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
<!-- pdb2mdb_Path is optional, needed if you want to enable debugging the modded game. More detailed instructions:
8
+
9
+
0. Backup all your stuff.
10
+
1. Install Unity 2018-4-12 from https://unity3d.com/get-unity/download/archive
11
+
2. Copy WindowsPlayer.exe and UnityPlayer.dll from <unity-install-dir>\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_development_mono to the game directory. Rename WindowsPlayer.exe to DSPGAME.exe
12
+
3. Copy (and overwrite) all files from <unity-install-dir>\Editor\Data\PlaybackEngines\windowsstandalonesupport\Variations\win64_development_mono\Data\Managed to the game's DSPGAME_Data\Managed folder
13
+
4. Edit the game's DSPGAME_Data\boot.config: add player-connection-debug=1 to the end
14
+
5. Download pdb2mdb from https://gist.github.com/jbevain/ba23149da8369e4a966f#file-pdb2mdb-exe
15
+
16
+
That covers initial setup; here's the process to make a debuggable build and launch:
17
+
6. Compile the debug version of the plugin; make sure you're generating .pdb files
18
+
7. Drag your .dll onto pdb2mdb, this should generate a new file in the same folder as your .dll
19
+
8. Copy your .dll and your newly-generated .mdb to your BepInEx plugins directory
20
+
9. Set breakpoints in Visual Studio
21
+
10. In any order: in Visual Studio go to Debug > Attach Unity Debugger; and start the game
22
+
11. Select the game EXE in the Attach Debugger window in Visual Studio
23
+
24
+
Derived from https://bepinex.github.io/bepinex_docs/master/articles/advanced/debug/plugins_vs.html#installing-required-tools
25
+
which (at the time) linked through to: https://github.com/dnSpy/dnSpy/wiki/Debugging-Unity-Games#turning-a-release-build-into-a-debug-build
0 commit comments