Your search for "Debug" resulted in 203 matches:

Debug

Class containing methods to ease debugging while developing a game.

Debug.DrawLine

Draws a line between specified start and end points.

Debug.Assert

Assert a condition and logs an error message to the Unity console on failure.

Debug.AssertFormat

Assert a condition and logs a formatted error message to the Unity console on failure.

Debug.Break

Pauses the editor.

Debug.CheckIntegrity

Performs an integrity check of the currently running process and return discovered errors.

Debug.ClearDeveloperConsole

Clears errors from the developer console.

Debug.developerConsoleEnabled

Allows you to enable or disable the developer console.

Debug.developerConsoleVisible

Controls whether the development console is visible.

Debug.DrawRay

Draws a line from start to start + dir in world coordinates.

Debug.ExtractStackTraceNoAlloc

Populate an unmanaged buffer with the current managed call stack as a sequence of UTF-8 bytes, without allocating GC memory. Re...

Debug.isDebugBuild

In the Build Settings dialog there is a check box called Development Build.

Debug.IsValidationLevelEnabled

Returns whether a given validation level is currently enabled.

Debug.Log

Logs a message to the Unity Console.

Debug.LogAssertion

A variant of Debug.Log that logs an assertion message to the console.

Debug.LogAssertionFormat

Logs a formatted assertion message to the Unity console.

Debug.LogError

A variant of Debug.Log that logs an error message to the console.

Debug.LogErrorFormat

Logs a formatted error message to the Unity console.

Debug.LogException

A variant of Debug.Log that logs an error message from an exception to the console.

Debug.LogFormat

Logs a formatted message to the Unity Console.

Debug.LogWarning

A variant of Debug.Log that logs a warning message to the console.

Debug.LogWarningFormat

Logs a formatted warning message to the Unity Console.

Debug.RetrieveStartupLogs

Returns any captured startup logs

Debug.StartupLog.logType

Type of logged message e.g. warn or error etc.

Debug.StartupLog.message

Text of logged message.

Debug.StartupLog.timestamp

Time of logged message in nanoseconds.

Debug.unityLogger

Get default debug logger.

LogLevel.Debug

Debugging messages are reported, in addition to anything from the LogLevel.Verbose level.

SearchFlags.Debug

Adds debugging information to SearchItem while looking for results.

iOSBuildType.Debug

Build configuration set to Debug for the generated Xcode project.

WSABuildType.Debug

Debug configuation.No optimizations, profiler code enabled.

SearchViewFlags.Debug

The Search Picker window reports debugging information while running queries.

CodeOptimization.Debug

Debug mode enables C# debugging but reduces C# performance.

AndroidBuildType.Debug

Build configuration set to Debug for the generated project.

AndroidJNIHelper.debug

Set debug to true to log calls through the AndroidJNIHelper.

XcodeBuildConfig.Debug

Sets the build configuration to Debug for the Xcode project Unity generates.

XboxBuildSubtarget.Debug

Debug player (for building with source code).

NavMeshBuildSettings.debug

Options for collecting debug data during the build process.

Il2CppCompilerConfiguration.Debug

Debug configuration turns off all optimizations, which makes the code quicker to build but slower to run.

DebugSymbolFormat

Determines the package format of debug metadata.

DebugSymbolLevel

The type of debug metadata which will be packaged.

DebugSymbolFormat.IncludeInBundle

Embeds the debug metadata into the app bundle.This option doesn't apply if you're producing an apk or a gradle project.

DebugSymbolFormat.LegacyExtensions

Produces debug metadata files with .so extension in the zip package.

DebugSymbolFormat.Zip

Includes debug metadata into the zip file.

DebugSymbolLevel.Full

The debug info and symbol tables will be packaged.

DebugSymbolLevel.None

No native debug metadata will be packaged.

DebugScreenCapture

A raw data representation of a screenshot.

DebugScreenCapture.Height

Height of the image.

DebugScreenCapture.ImageFormat

The format in which the image was captured.

DebugScreenCapture.RawImageDataReference

A non-owning reference to the image data.

DebugScreenCapture.Width

Width of the image.

DebugSymbolLevel.SymbolTable

Only the symbol tables will be packaged.

DebugSymbols

Contains settings for native symbols.

Ndk.DebugSymbolLevel

The C# definition of the debugSymbolLevel property.

BuildType.Debuggable

The C# definition of the debuggable property.

CommonRoles.debugInfo

The BuildFile.role value of files that contain information for debuggers.

InspectorElement.debugInternalVariantUssClassName

USS class name of elements of this type, when they are displayed in debug internal mode.

InspectorElement.debugVariantUssClassName

USS class name of elements of this type, when they are displayed in debug USS mode.

UserBuildSettings.DebugSymbols.level

Specifies what sections are included into the debug symbol.

PlayerSettings.WebGL.debugSymbols

Enables generation of debug symbols file in the build output directory. This property has been deprecated and replaced by debug...

Unity.Android.Types.DebugSymbolLevel.Unity.Android.Types.DebugSymbolLevel

No native debug metadata will be packaged.Additionally the entry *debugSymbolLevel* won't be added in build.gradle file.

UserBuildSettings.DebugSymbols.format

Specifies the format for the symbol package.

PlayerSettings.WebGL.debugSymbolMode

Enables generation of debug symbols file in the build output directory. Supported options: embedded debug symbols and debug sym...

AndroidCreateSymbols.Debugging

Create a zip package containing debugging symbols.

PlayerSettings.Android.minifyDebug

Enable to minify debug build.

NavMeshEditorHelpers.DrawBuildDebug

Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh.

Application.AttributesContainer.Debuggable

The C# definition of the android:debuggable Android Manifest attribute.

IDebugPanelChangeReceiver

Implement this to receive callbacks for visual element changes. This interface is exclusively available in development builds a...

IDebugPanelChangeReceiver.OnVisualElementChange

Receives notifications for every change that occurs on the panel's visual elements. This method is exclusively available in dev...

DLSSDebugFeatureInfos

Represents debug information for a particular DLSSContext.

DLSSDebugFeatureInfos.validFeature

Debug information that indicates whether the feature last execution was valid or not.

DLSSDebugFeatureInfos.featureSlot

The internal feature slot ID. You can use this feature slot as a unique identifier for DLSSCommand objects. Only use this for d...

WebGLDebugSymbolMode

An enum containing different modes for debug symbols.

WebGLDebugSymbolMode.Embedded

Debug symbols are embedded into the wasm file.

WebGLDebugSymbolMode.External

Debug symbols are stored in an external file.

WebGLDebugSymbolMode.Off

No debug symbols are added to the build.

FrameDebugger

Controls the Frame Debugger from a script.

FrameDebugger.enabled

Queries whether the Frame Debugger is enabled.

ManagedDebugger.debuggerAttached

This event triggers whenever managed debugger is attached or detached.

PhysicsDebugWindow

Displays the Physics Debug Visualization options.The Physics Debug Visualization is only displayed if this window is visible.Ad...

ManagedDebugger

Representation of managed debugger in UnityEditor.

ManagedDebugger.Disconnect

Disconnects the managed debugger attached to the UnityEditor.

ManagedDebugger.isAttached

Returns true if there is a managed debugger attached to the UnityEditor, or false if there is not.

ManagedDebugger.isEnabled

Returns true if managed debugger is enabled, or false if it is not.

NavMeshBuildDebugFlags

Bitmask used for operating with debug data from the NavMesh build process.

NavMeshBuildDebugFlags.All

All debug data from the NavMesh build process is taken into consideration.

NavMeshBuildDebugFlags.InputGeometry

The triangles of all the geometry that is used as a base for computing the new NavMesh.

NavMeshBuildDebugFlags.None

No debug data from the NavMesh build process is taken into consideration.

NavMeshBuildDebugFlags.PolygonMeshes

Meshes of convex polygons constructed within the unified contours of adjacent regions.

NavMeshBuildDebugFlags.PolygonMeshesDetail

The triangulated meshes with height details that better approximate the source geometry.

NavMeshBuildDebugFlags.RawContours

The contours that follow precisely the edges of each surface region.

NavMeshBuildDebugFlags.Regions

The segmentation of the traversable surfaces into smaller areas necessary for producing simple polygons.

NavMeshBuildDebugFlags.SimplifiedContours

Contours bounding each of the surface regions, described through fewer vertices and straighter edges compared to RawContours.

NavMeshBuildDebugFlags.Voxels

The voxels produced by rasterizing the source geometry into walkable and unwalkable areas.

NavMeshBuildDebugSettings

Specify which of the temporary data generated while building the NavMesh should be retained in memory after the process has com...

NavMeshBuildDebugSettings.flags

Specify which types of debug data to collect when building the NavMesh.

XcScheme.SetDebugExecutable

Sets the **Debug executable** toggle in the scheme.

GraphicsDeviceDebugView

Represents a memory snapshot of the current feature states. The memory of the arrays/buffers in this struct are tied to the lif...

JobsUtility.JobDebuggerEnabled

Set whether to use the jobs debugger at runtime.

BuildOptions.AllowDebugging

Allow script debuggers to attach to the Player remotely. You can debug your scripts only if you use BuildOptions.Development.

GraphicsDevice.CreateDebugView

Creates an object containing debug information of the device.

GraphicsDevice.DeleteDebugView

Deletes a debug view created with GraphicsDevice.CreateDebugView.

GraphicsDevice.UpdateDebugView

Updates a snapshpot of the debug information for the view object passed.

EditorUserBuildSettings.allowDebugging

Enable source-level debuggers to connect.

EditorUserBuildSettings.managedDebuggerFixedPort

Force the port used by the managed debugger. Default is 0 which means platform-specific auto-selection of a port.

PhysicsVisualizationSettings.InitDebugDraw

Initializes the physics debug visualization system. The system must be initialized for any physics objects to be visualized. It...

Texture.SetStreamingTextureMaterialDebugProperties

This function sets mipmap streaming debug properties on all materials known by the mipmap streaming system.

PhysicsVisualizationSettings.DeinitDebugDraw

Deinitializes the physics debug visualization system and tracking of changes Colliders.

EditorUserBuildSettings.waitForManagedDebugger

Instructs the player to wait for managed debugger to attach before executing any script code.

ComputeBuffer.name

The debug label for the compute buffer (setter only).

GraphicsBuffer.name

The debug label for the graphics buffer (setter only).

PropertyName.ToString

For debugging purposes only. Returns the string value representing the string in the Editor.Returns UnityEngine.PropertyName in...

JobsUtility.PatchBufferMinMaxRanges

Injects debug checks for min and max ranges of a native array.

AtomicSafetyHandle.GetWriterName

Gets the debug name of the current writer on an AtomicSafetyHandle.

AccessibilityNode.ToString

Provides a debugging string.

ILogger.logEnabled

To runtime toggle debug logging [ON/OFF].

Logger.logEnabled

To runtime toggle debug logging [ON/OFF].

ILogger.filterLogType

To selective enable debug log message.

Logger.filterLogType

To selective enable debug log message.

PhysicsVisualizationSettings.QueryFilter.ShowQueries

Whether the Physics Debugger visualizes queries.

PlayerSettings.usePlayerLog

Write a log file with debugging information.

CodeOptimization.Release

Release mode disables C# debugging but improves C# performance.

PhysicsVisualizationSettings.queryColor

Color that the Physics Debugger uses for query visualization.

UserBuildSettings.copyPDBFiles

Enable this setting if you want Unity to copy the PDB files containing debugging symbols to the build folder during the build p...

CodeOptimization

Code optimization mode defines whether UnityEditor compiles scripts in Debug or Release mode.

CompilationPipeline.codeOptimizationChanged

This event triggers whenever the codeOptimization property changes between Debug and Release modes.

CrashReportHandler.logBufferSize

The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash...

CrashReportingSettings.logBufferSize

The Performance Reporting service will keep a buffer of up to the last X log messages (Debug.Log, etc) to send along with crash...

DrawCameraMode.TextureStreaming

The camera is set to run in texture streaming debug mode.

ExternalGPUProfiler

The ExternalGPUProfiler API allows developers to programatically take GPU frame captures in conjunction with supported external...

FilterWorkflow

Decides whether the Workflow in the Physics Debug window should be inclusive (ShowSelectedItems) or exclusive (HideSelectedItems).

IntegrityCheckLevel

Enumeration specifying a integrity check level.Additional resources: Debug.CheckIntegrity

LogLevel.Silly

Extremely detailed messages are reported, in addition to anything from the LogLevel.Debug level.

LogType

The type of the log message in Debug.unityLogger.Log or delegate registered with Application.RegisterLogCallback.

MonoBehaviour.print

Logs message to the Unity Console (identical to Debug.Log).

NavMeshVisualizationSettings

Represents the visualization state of the navigation debug graphics.

NavMeshVisualizationSettings.showNavigation

A count of how many users requesting navigation debug graphics to be enabled.

PanelSettings.SetPanelChangeReceiver

Sets a custom IPanelChangeReceiver in the panelChangeReceiver setter to receive every change event. This method is available on...

PhysicsVisualizationSettings

This class contains the settings controlling the Physics Debug Visualization.

PhysicsVisualizationSettings.devOptions

Shows extra options used to develop and debug the physics visualization.

SceneView.sceneViewState

Use SceneViewState to set the debug options for the Scene view.

ValidationLevel

Enumeration specifying a validation level.Additional resources: Debug.IsValidationLevelEnabled

AtomicSafetyHandle.SetCustomErrorMessage

Provides a custom error message for a specific job debugger error type, in cases where additional context can be provided.

FrameCapture.BeginCaptureToXcode

Begin Capture in XCode frame debugger.

Gizmos

Gizmos are used to give visual debugging or setup aids in the Scene view.

JobsUtility

Provides methods for creating, running, and debugging jobs.

ManagedStrippingLevel.High

UnityLinker will strip as much as possible. This will further reduce code size beyond what Medium can achieve. However, this ad...

PropertyName

Represents a string as an int for efficient lookup and comparison. Use this for common PropertyNames.Internally stores just an ...

RenderingThreadingMode.SingleThreaded

Use SingleThreaded for internal debugging. It uses only a single thread to simulate RenderingThreadingMode.MultiThreaded.

SearchExpression.name

The name of the evaluator function or hte outer text. This is mostly a debuggin field.

Material.mainTexture

The main texture.

Application.dataPath

Contains the path to the game data folder on the target device (Read Only).

Application.streamingAssetsPath

The path to the StreamingAssets folder (Read Only).

AssemblyBuilderFlags.DevelopmentBuild

Defines whether the output assembly is an development build.

AssetPostprocessor.LogError

Logs an import error message to the console.

AssetPostprocessor.LogWarning

Logs an import warning to the console.

BuildOptions.Development

Build a development version of the player.

CommandBuffer.name

Name of this command buffer.

EditorUserBuildSettings.androidCreateSymbols

Specifies the type of symbol package to create.

ILogger

Interface for custom logger implementation.

IPreprocessShaders.OnProcessShader

Implement this interface to receive a callback before a shader snippet is compiled.

JobsUtility.JobCompilerEnabled

Set whether to run jobs in Mono or Burst.

Logger

Initializes a new instance of the Logger.

Logger.Logger

Create a custom Logger.

NativeContainerAttribute

Allows you to create your own custom native container.

PlayerSettings.Android.useCustomKeystore

Enable application signing with a custom keystore.

Profiler.enableBinaryLog

Enables the logging of profiling data to a file.

Profiler.enabled

Enables the Profiler.

Profiler.logFile

Specifies the file to use when writing profiling data.

RenderPipelineAsset.defaultUIOverdrawMaterial

Return the default UI overdraw Material for this pipeline.

RenderTexture

Render textures are textures that can be rendered to.

RenderTexture.Create

Actually creates the RenderTexture.

SystemInfo.deviceUniqueIdentifier

A unique device identifier. It's guaranteed to be unique for every device (Read Only).

UserBuildSettings.buildConfiguration

Allows you to specify the build configuration that Unity uses when creating a build of your project.

VideoPlayer.errorReceived

The VideoPlayer uses this callback to report various types of errors.

VideoPlayer.StepForward

Immediately advance the current time by one frame.

AndroidCreateSymbols.Public

Create a zip package containing public symbols.

Application.SetStackTraceLogType

Set stack trace logging options. The default value is StackTraceLogType.ScriptOnly.

Application.stackTraceLogType

Obsolete. Use Application.SetStackTraceLogType.

Assert

The Assert class contains assertion methods for setting invariants in the code.

AtomicSafetyHandle.GetReaderArray

Fetches the job handles of all jobs that read from an AtomicSafetyHandle.

AtomicSafetyHandle.GetReaderName

Gets the name of a specified job that reads from an AtomicSafetyHandle.

AtomicSafetyHandle.NewStaticSafetyId

Allocates a new static safety ID to store information for the provided type.

AtomicSafetyHandle.SetNestedContainer

Sets the nested container flag on an AtomicSafetyHandle.

AtomicSafetyHandle.SetStaticSafetyId

Assigns a provided static safety ID to an AtomicSafetyHandle.

Collider2D.GetShapes

Gets all the PhysicsShape2D used by the Collider2D.

CommandBuffer.CommandBuffer

Create a new empty command buffer.

CommandBuffer.DispatchRays

Adds a command to execute a RayTracingShader.

EditorUserBuildSettings.androidCreateSymbolsZip

Set to true to create a symbols.zip file in the same location as the .apk or .aab file.

GameCenterPlatform

iOS GameCenter implementation for network services.

ListView

A ListView is a vertically scrollable area that links to, and displays, a list of items.

MemoryProfiler.TakeSnapshot

Triggers a memory snapshot capture to generate a capture of the memory state that the Memory Profiler can open and analyze.

NativeDisableUnsafePtrRestrictionAttribute

Enable the use of unsafe pointers in jobs.

NavMeshAgent.path

Property to get and set the current path.

PlayerConnectionGUI.ConnectionTargetSelectionDropdown

Display a drop-down button and menu for the user to choose and establish a connection to a Player.

PlayerConnectionGUILayout.ConnectionTargetSelectionDropdown

Display a drop-down button and menu for the user to choose and establish a connection to a Player.

PlayerSettings.WebGL.linkerTarget

Allows you to specify the web build format that is used when you build your project.

PrefabUtility.HasPrefabInstanceAnyOverrides

Returns true if the given Prefab instance has any overrides.

RayTracingShader.Dispatch

Dispatches this RayTracingShader.

ReferenceContext

The ReferenceContext implements the IDeviceContext interface.

ReferenceProbePostProcessor

The ReferenceProbePostProcessor implements the IProbePostProcessor interface.

VFXSpawnerState

The spawn state of a Spawn system.


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