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Attaching the Xcode debugger to a plugin at runtime?

Discussion in 'Scripting' started by tz, Jul 15, 2008.

  1. tz

    tz

    Joined:
    Oct 13, 2007
    Posts:
    91
    I've tried both attaching to the unity executable and it's process ID in the vain hope that with symbol info in the plugin, that I could set a break point. (interestingly, doing it with the process ID didn't give any errors, but neither could I set a breakpoint)

    Does anyone know of a way to do this, or is it just not possible since the plugin is getting dynamically linked into the app, and we can't debug the app?
     
  2. tz

    tz

    Joined:
    Oct 13, 2007
    Posts:
    91
    Follow up.

    It is possible to get a debugger attached to your own plugin and set breakpoints/debug. You will have to modify your OS kernel with a kext to do so however, as Unity's copy protection and some Apple DRM functionality will otherwise force it to disconnect when an attempt is made.

    In the spirit of not compromising Unity's copy protection, I won't go into specifics here, but if you really need to attach a debugger to your own code, I figured it might help if anyone who cared and is reading this to know it's worth digging further.