![]() ![]() As we saw in the previous post, the name of this method in the generated C++ code is HelloWorld_Start_m3. As I did in the previous post, I’ll build with the “Development Player” option selected, so that il2cpp.exe will generate C++ code with type and method names based on the names in the IL code.Īfter Unity is finished generating the Xcode project, I can open it in Xcode (I have version 6.3.1, but any recent version should work), choose my target device (an iPad Mini 3, but any iOS device should work) and build the project in Xcode.īefore running the project, I’ll first set a breakpoint at the top of the Start method in the HelloWorld class. ![]() I’ll use the same example project as in the post about generated code, but this time I’ll build for the iOS target using the IL2CPP scripting backend. With each new version of Unity, we are looking for ways to make the generated code better, faster and smaller.įor this post, I’m using Unity 5.0.1p3 on OSX. However, with a few of these tips, it is possible to gain meaningful insight into how the code for a Unity project executes on the actual target device (we’ll talk a little bit about debugging managed code at the end of the post).Īlso, be prepared for the generated code in your project to differ from this code. So debugging it will likely not be the most pleasant experience. We will see how to set breakpoints, view the content of strings and user defined types and determine where exceptions occur.Īs we get into this, consider that we are debugging generated C++ code created from. ![]() In this post, we will explore some tips which make debugging C++ code generated by IL2CPP a little bit easier. This is the third blog post in the IL2CPP Internals series. ![]()
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