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Debugging UI system code

Discussion in 'UGUI & TextMesh Pro' started by liortal, Dec 28, 2016.

  1. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,562
    Hey,

    Since the UI system code is available on BitBucket, i wonder if it's possible to debug it (in Visual Studio / MonoDevelop).

    So far, all my attempts failed. I'm not sure what the setup should be like.

    The DLLs are included in the Unity installation folder, but i need to include the symbols and sources into my project so i can step into them... not sure how to set that up.
     
  2. phil-Unity

    phil-Unity

    Unity UI Lead Developer

    Joined:
    Nov 23, 2012
    Posts:
    1,226
    You "can" but its a really ugly process. If you really want to DM me and i'll get back to you in Jan with the steps. Its just not something i want to make public due to it being easy to screw up your unity installation.
     
  3. mhector

    mhector

    Joined:
    Sep 22, 2013
    Posts:
    1
    Hey,
    I would be very interested to know how to do this too!
    Debugging is a good way to understand how it works :)
    Thanks,
     
  4. ferretnt

    ferretnt

    Joined:
    Apr 10, 2012
    Posts:
    412
    Bumping this thread to see if there is now a supported way to debug a modified UISystem. Building and running with modified components works fine on both Windows and Mac via visual studio, but I can't seem to get either platform to set a breakpoint in the locally-recompiled UI DLLs (which I think since I've locally compiled should include a full path to the PDB file in the binary?)