Class containing methods to ease debugging while developing a game.
Draws a line between specified start and end points.
Assert a condition and logs an error message to the Unity console on failure.
Assert a condition and logs a formatted error message to the Unity console on failure.
Pauses the editor.
Performs an integrity check of the currently running process and return discovered errors.
Clears errors from the developer console.
Allows you to enable or disable the developer console.
Controls whether the development console is visible.
Draws a line from start to start + dir in world coordinates.
Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. Re...
In the Build Settings dialog there is a check box called Development Build.
Returns whether a given validation level is currently enabled.
Logs a message to the Unity Console.
A variant of Debug.Log that logs an assertion message to the console.
Logs a formatted assertion message to the Unity console.
A variant of Debug.Log that logs an error message to the console.
Logs a formatted error message to the Unity console.
A variant of Debug.Log that logs an error message from an exception to the console.
Logs a formatted message to the Unity Console.
A variant of Debug.Log that logs a warning message to the console.
Logs a formatted warning message to the Unity Console.
Returns any captured startup logs
Type of logged message e.g. warn or error etc.
Text of logged message.
Time of logged message in nanoseconds.
Get default debug logger.
Debugging messages are reported, in addition to anything from the LogLevel.Verbose level.
Adds debugging information to SearchItem while looking for results.
Build configuration set to Debug for the generated Xcode project.
Debug configuation.No optimizations, profiler code enabled.
The Search Picker window reports debugging information while running queries.
Debug mode enables C# debugging but reduces C# performance.
Build configuration set to Debug for the generated project.
Set debug to true to log calls through the AndroidJNIHelper.
Sets the build configuration to Debug for the Xcode project Unity generates.
Debug player (for building with source code).
Options for collecting debug data during the build process.
Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run.
Determines the package format of debug metadata.
The type of debug metadata which will be packaged.
Embeds the debug metadata into the app bundle.This option doesn't apply if you're producing an apk or a gradle project.
Produces debug metadata files with .so extension in the zip package.
Includes debug metadata into the zip file.
The debug info and symbol tables will be packaged.
No native debug metadata will be packaged.
A raw data representation of a screenshot.
Height of the image.
The format in which the image was captured.
A non-owning reference to the image data.
Width of the image.
Only the symbol tables will be packaged.
Contains settings for native symbols.
The C# definition of the debugSymbolLevel property.
The C# definition of the debuggable property.
The BuildFile.role value of files that contain information for debuggers.
USS class name of elements of this type, when they are displayed in debug internal mode.
USS class name of elements of this type, when they are displayed in debug USS mode.
Specifies what sections are included into the debug symbol.
Enables generation of debug symbols file in the build output directory. This property has been deprecated and replaced by debug...
Doesn't include debug metadata.
No native debug metadata will be packaged.Additionally the entry *debugSymbolLevel* won't be added in build.gradle file.
Specifies the format for the symbol package.
Enables generation of debug symbols file in the build output directory. Supported options: embedded debug symbols and debug sym...
Create a zip package containing debugging symbols.
Enable to minify debug build.
Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh.
The C# definition of the android:debuggable Android Manifest attribute.
Implement this to receive callbacks for visual element changes. This interface is exclusively available in development builds a...
Receives notifications for every change that occurs on the panel's visual elements. This method is exclusively available in dev...
Represents debug information for a particular DLSSContext.
Debug information that indicates whether the feature last execution was valid or not.
The internal feature slot ID. You can use this feature slot as a unique identifier for DLSSCommand objects. Only use this for d...
An enum containing different modes for debug symbols.
Debug symbols are embedded into the wasm file.
Debug symbols are stored in an external file.
No debug symbols are added to the build.
Controls the Frame Debugger from a script.
Queries whether the Frame Debugger is enabled.
This event triggers whenever managed debugger is attached or detached.
Displays the Physics Debug Visualization options.The Physics Debug Visualization is only displayed if this window is visible.Ad...
Representation of managed debugger in UnityEditor.
Disconnects the managed debugger attached to the UnityEditor.
Returns true if there is a managed debugger attached to the UnityEditor, or false if there is not.
Returns true if managed debugger is enabled, or false if it is not.
Bitmask used for operating with debug data from the NavMesh build process.
All debug data from the NavMesh build process is taken into consideration.
The triangles of all the geometry that is used as a base for computing the new NavMesh.
No debug data from the NavMesh build process is taken into consideration.
Meshes of convex polygons constructed within the unified contours of adjacent regions.
The triangulated meshes with height details that better approximate the source geometry.
The contours that follow precisely the edges of each surface region.
The segmentation of the traversable surfaces into smaller areas necessary for producing simple polygons.
Contours bounding each of the surface regions, described through fewer vertices and straighter edges compared to RawContours.
The voxels produced by rasterizing the source geometry into walkable and unwalkable areas.
Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has com...
Specify which types of debug data to collect when building the NavMesh.
Sets the **Debug executable** toggle in the scheme.
Represents a memory snapshot of the current feature states. The memory of the arrays/buffers in this struct are tied to the lif...
Set whether to use the jobs debugger at runtime.
Allow script debuggers to attach to the Player remotely. You can debug your scripts only if you use BuildOptions.Development.
Creates an object containing debug information of the device.
Deletes a debug view created with GraphicsDevice.CreateDebugView.
Updates a snapshpot of the debug information for the view object passed.
Enable source-level debuggers to connect.
Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port.
Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It...
This function sets mipmap streaming debug properties on all materials known by the mipmap streaming system.
Deinitializes the physics debug visualization system and tracking of changes Colliders.
Instructs the player to wait for managed debugger to attach before executing any script code.
The debug label for the compute buffer (setter only).
The debug label for the graphics buffer (setter only).
For debugging purposes only. Returns the string value representing the string in the Editor.Returns UnityEngine.PropertyName in...
Injects debug checks for min and max ranges of a native array.
Gets the debug name of the current writer on an AtomicSafetyHandle.
Provides a debugging string.
To runtime toggle debug logging [ON/OFF].
To runtime toggle debug logging [ON/OFF].
To selective enable debug log message.
To selective enable debug log message.
Whether the Physics Debugger visualizes queries.
Write a log file with debugging information.
Release mode disables C# debugging but improves C# performance.
Color that the Physics Debugger uses for query visualization.
Enable this setting if you want Unity to copy the PDB files containing debugging symbols to the build folder during the build p...
Code optimization mode defines whether UnityEditor compiles scripts in Debug or Release mode.
This event triggers whenever the codeOptimization property changes between Debug and Release modes.
The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash...
The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash...
The camera is set to run in texture streaming debug mode.
The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external...
Decides whether the Workflow in the Physics Debug window should be inclusive (ShowSelectedItems) or exclusive (HideSelectedItems).
Enumeration specifying a integrity check level.Additional resources: Debug.CheckIntegrity
Extremely detailed messages are reported, in addition to anything from the LogLevel.Debug level.
The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.
Logs message to the Unity Console (identical to Debug.Log).
Represents the visualization state of the navigation debug graphics.
A count of how many users requesting navigation debug graphics to be enabled.
Sets a custom IPanelChangeReceiver in the panelChangeReceiver setter to receive every change event. This method is available on...
This class contains the settings controlling the Physics Debug Visualization.
Shows extra options used to develop and debug the physics visualization.
Use SceneViewState to set the debug options for the Scene view.
Enumeration specifying a validation level.Additional resources: Debug.IsValidationLevelEnabled
Provides a custom error message for a specific job debugger error type, in cases where additional context can be provided.
Begin Capture in XCode frame debugger.
Gizmos are used to give visual debugging or setup aids in the Scene view.
Provides methods for creating, running, and debugging jobs.
UnityLinker will strip as much as possible. This will further reduce code size beyond what Medium can achieve. However, this ad...
Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.Internally stores just an ...
Use SingleThreaded for internal debugging. It uses only a single thread to simulate RenderingThreadingMode.MultiThreaded.
The name of the evaluator function or hte outer text. This is mostly a debuggin field.
The main texture.
Contains the path to the game data folder on the target device (Read Only).
The path to the StreamingAssets folder (Read Only).
Defines whether the output assembly is an development build.
Logs an import error message to the console.
Logs an import warning to the console.
Build a development version of the player.
Name of this command buffer.
Specifies the type of symbol package to create.
Interface for custom logger implementation.
Implement this interface to receive a callback before a shader snippet is compiled.
Set whether to run jobs in Mono or Burst.
Initializes a new instance of the Logger.
Create a custom Logger.
Allows you to create your own custom native container.
Enable application signing with a custom keystore.
Enables the logging of profiling data to a file.
Enables the Profiler.
Specifies the file to use when writing profiling data.
Return the default UI overdraw Material for this pipeline.
Render textures are textures that can be rendered to.
Actually creates the RenderTexture.
A unique device identifier. It's guaranteed to be unique for every device (Read Only).
Allows you to specify the build configuration that Unity uses when creating a build of your project.
The VideoPlayer uses this callback to report various types of errors.
Immediately advance the current time by one frame.
Create a zip package containing public symbols.
Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.
Obsolete. Use Application.SetStackTraceLogType.
The Assert class contains assertion methods for setting invariants in the code.
Fetches the job handles of all jobs that read from an AtomicSafetyHandle.
Gets the name of a specified job that reads from an AtomicSafetyHandle.
Allocates a new static safety ID to store information for the provided type.
Sets the nested container flag on an AtomicSafetyHandle.
Assigns a provided static safety ID to an AtomicSafetyHandle.
Gets all the PhysicsShape2D used by the Collider2D.
Create a new empty command buffer.
Adds a command to execute a RayTracingShader.
Set to true to create a symbols.zip file in the same location as the .apk or .aab file.
iOS GameCenter implementation for network services.
A ListView is a vertically scrollable area that links to, and displays, a list of items.
Triggers a memory snapshot capture to generate a capture of the memory state that the Memory Profiler can open and analyze.
Enable the use of unsafe pointers in jobs.
Property to get and set the current path.
Display a drop-down button and menu for the user to choose and establish a connection to a Player.
Display a drop-down button and menu for the user to choose and establish a connection to a Player.
Allows you to specify the web build format that is used when you build your project.
Returns true if the given Prefab instance has any overrides.
Dispatches this RayTracingShader.
The ReferenceContext implements the IDeviceContext interface.
The ReferenceProbePostProcessor implements the IProbePostProcessor interface.
The spawn state of a Spawn system.
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