I’ve built a NET 3.5 plugin, and it works in the editor as well in standalone; however, it would nice to be able to do some debugging on a few things (I’m doing some data serialization for networking with the new unet libraries in Unity)… and I just cannot figure out why I’m unable to build a MDB file from the Visual Studio PDB file. Does this only work on NET 2.0 libraries?
Are there some specific properties that I need to setup in Visual Studio when building the plugin to get the symbols file to convert?
I was passing the name of the library.PDB file, but I think I have a different solution to this now other than calling from commandline. (been trying to do this manually)
Since I’ve been using UnityVS for a while, I decided to add my plugins as existing projects to the solution, and modified the debug path to dump the DLL directly into the …/Assets/Plugins folder,… I just now (as in like, 2 minutes ago), rebuilt the plugins (had to change the directory permissions, I think due to perforce), but it seemed to actually auto generate the MDB file for me… which is super cool.
to build a “fake” plugin for the editor purposes (…/Assets/Plugins/myplugin.dll) ; however, the real plugin resides in …/Assets/Plugins/x86_64/myplugin.dll, which was compiled for NET 4.5?
I wanted to test some of the method inlining techniques and other new libraries but they’re only 4.5
I had hope for this to be able to target standalone (desktop) Windows… by keeping the editor version in the root of Plugins, but be able to deploy with the a NET 4.5 version for desktops via the …/Plugins/x86_64 directory.
I’ve been able to so far use a NET 3.5 version in …/Plugins and have a NET 4.5 version in …/Plugins/WSA for store apps… that is working fine.
heh… just have to make a small correction here. It would seem that “UnityVS” (Visual Studio Tools for Unity) was actually creating the MDB automatically for me
perhaps… between me trying to do it manually and that was causing some strangeness.