HoloLens UWP w/ IL2CPP Backend -- No Debug Targets in Visual Studio 2017

I am experiencing a very weird issue. I am creating an extremely basic application that will just display a model on the HoloLens. I managed to create and build the Visual Studio project using the .NET scripting backend, but see a warning that this will be removed in future releases of Unity Engine.

When I try to build a new Visual Studio project using the IL2CPP scripting backend, the project builds and I can compile the project within Visual Studio, but when I go to select a debug target to deploy the application to, there are no targets.

I just want to make the point that when I say no targets, I mean that I cannot even select ā€œLocal Machineā€. I have looked through all of my settings and verified the minimum target version of Win10 SDK and everything looks good. When using the .NET scripting backend, I see my full list of debug targets including the HoloLens Emulator. This only happens in the IL2CPP project and I cannot figure out why.

Any help will be greatly appreciated.

I ran into the same problem about 2 weeks ago, havenā€™t been able to resolve it yet. Due to delivery schedules Iā€™ve had to create a workaround to gracefully fail, capture data and display it on a world space dialog for manual inspection.

If you have any luck with this, please let me know, itā€™ll be about 2 more weeks before i can tackle this issue on my side again.

Can you post a screenshot of what youā€™re seeing?

Iā€™ve attached an image showing the Select Unity Instance window that appears after pressing Attach to Unity button for in editor debugging. Itā€™s essentially the same behavior that occurs when Unity Tools for Visual Studios isnā€™t installed, (itā€™s installed). Quite odd to say the least.

On re-reading the OPā€™s post is appears as though they donā€™t see the options for deployment of the built solution. EG: Build in Unity > Open Solution, Build in VS > Select target > Start Debugging

3641872--297385--Select Unity Instance.jpg

So let me get this straight: in your case, you are unable to attach a debugger to a built game?

Are you using IL2CPP scripting backend? Did you enable networking capabilities in the manifest? You need privateNetworks and internetClientServer. Did you enable debugging support in the build window? Is your device connected to the same network as your development machine?

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Not a built application, Iā€™m unable to attach the debugger when pressing play in the editor. (UWP build with the baclend set to il2cpp)

In my case, VS asked me if I want these installed, and it did it automatically. Try to do that manually by using the ā€œModify Installationā€ option of Visual Studio. You just need to add a certain module in VS. No biggie but enough to bust your eeehmā€¦ that.

I think this is the one you are missing marked with Yellow. Make sure to install it.

3661369--299734--CPP Tools.png

Having the same issue with a UWP application running on PC - No debug targets visible in selection box
I know when profiling a UWP application the profiler and the application canā€™t be on the same machine. Is the same true for Debugging? I am currently running the CPP backed UWP application and the C# unity project on the same PC

We worked with the Visual Studio team to work around the same machine limitation, so this scenario should now work. But you need VS2017 Update 15.8 for it. Are internet client, internet client/server and private networks capabilities are enabled in the manifest?

Hi, Yeah I am running Visual Studio 2017 15.8.3 and I have all the above selected in the manifest3741277--310684--Manifest.PNG

Hmm. Did you check ā€œScript Debuggingā€ checkbox in the build window? Which Unity version are you on?

Yeah I have that selected too. I am using Unity 2018.2.9f1
I notice that I have the Unity C# proejcts selected - with no way to deselect. I guess this would be hanging around from when I was using the .net scripting backend. Could this cause a conflict with the Debug targets?

No, it shouldnā€™t. Any chance you have a weird firewall/antivirus setup? Is running game visible in the profiler if you tried attaching to it? Youā€™re not using Master build, are you (debugger wonā€™t work in master builds)? Are you using Visual Studio to deploy your app? I wonder what would cause the connection to not go throughā€¦

I am running on a work laptop which could well have a stricter firewall setup. I will test this weekend on my home pc.
I am not running a Master build, I was using release and I was using Visual Studio to deploy the app.

Same issues as matt33315. Visual Studio 2017 Enterprise v15.8.6. Unity Editor 2018.2.10f1. Builds but no device dropdown with any build targets. Also behind a corporate firewall but canā€™t really take home to test. Would love a solution.

I am also having same issue. In my case I am using Hololens and set ā€˜releaseā€™ ā€˜x86ā€™ but only play button is available. Anyone know how to solve this problem?

Look at your errors on your generated solution, for me it was caused by substance material importer.

Can you check if TCP connections are getting through from your PC to your hololens?

I can view the device portal for the Hololens and I can debug/deploy using the .NET scripting backend, so Iā€™m assuming yes.

Check this out: