Despite the C++ Standard Library having 13 articles worth of content, there’s still quite a bit that it doesn’t contain compared to what’s available in C#’s .NET libraries. Today we’ll look at some of those gaps and see how to fill them.
Posts Tagged debug
One of the great advantages of programming in Unity is that it uses a (mostly) standard .NET implementation. This means you can find lots of third party code that is written for .NET but not necessarily Unity and still incorporate it into your app. This kind of code typically uses
System.Console.WriteLine to print to standard output, but Unity doesn’t display it in its Console panel or redirect it to platform-specific logging like Android’s
logcat. This article provides a class you can easily integrate into your app to redirect
System.Console writes to Unity’s standard
Debug logging so it’ll show up like you’d expect.
This week’s article offers another useful utility function:
indexedTrisToString. This function is especially useful when dealing with 3D engines such as those based on
Graphics.drawTriangles. It helps to untangle the complicated indices/vertices format that these API functions require into something much more readable and, therefore, debuggable.