When you have a crash, or a weird behavior, always check the player log which is located here - <user>\AppData\Local\Packages<productname>\TempState\UnityPlayer.log. When submitting a bug, please include the player log as well, it can give invaluable information.
Currently it’s only possible to debug C# scripts.
Note: Universal Windows Platform are running with Microsoft .NET, that’s why it’s not possible to debug scripts with MonoDevelop, instead you have to use Visual Studio 2013.
Here are simple steps how to do it:
When you run the application, you can tell Visual Studio to stop during exception. Go to Debug -> Exceptions:
Note: enabling all exceptions will make Visual Studio to stop even at the harmless exceptions like WinRT originate error, WinRT transform error, ignore those and simply continue
There will be cases when you’ll have a crash in Unity engine itself, you can get useful information if you’re able to resolve the callstack, and provide it in the bug report if needed.
Note: Callstacks from Unity engine can be resolved if .pdb files are available, Unity provides .pdb files for Debug configuration.
Suppose you’ve encountered a crash in Unity engine and hit the breakpoint (Note: Visual Studio can stop at the crash if you enable all exceptions via Debug -> Exceptions menu), go to Debug -> Windows -> Call Stack, Call Stack window should open up, if you don’t see function names from UnityPlayer.dll, that means the symbols weren’t loaded, to fix that, right click on that function and Load Symbols, UnityPlayer.pdb file will be located in [PathToYourProject]>\Players\[Windows80 or Windows81]\[X86 or ARM or X64]\debug.
This is a log which might provide information why your application didn’t launch without debugger, it can be found in:
Control Panel -> Administrative Tools -> Event Viewer -> Applications And Services Log -> Microsoft -> Windows -> Apps -> Microsoft-Windows-TWinUI/Operational
• 2017–05–16 页面已修订但未经编辑审查