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Debugging for Unity PSM

Discussion in 'PSM' started by will_brett, Apr 9, 2014.

  1. will_brett

    will_brett

    Joined:
    Feb 16, 2013
    Posts:
    208
    Hey guys

    Is there a debugger for this? Can not see one and couldn't find anything on google.

    Cheers
     
  2. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    Have you tried the android monitor/avd debugger tools? Its a long shot, but i've not heard of any way to check debug information yet either.
     
  3. Nekotika

    Nekotika

    Joined:
    Jan 31, 2014
    Posts:
    17
    From what I've read, there is no debugger, only the profiler (for pro users).

    The only thing available for now is the console output, that you can find in the "publishing utility for unity" app, inside "package app" options.
     
  4. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    Oh thanks, will look into this!
     
  5. lavz24

    lavz24

    Joined:
    Mar 14, 2013
    Posts:
    45
    Hi,

    I used Debug.Log() but i dont see the output in "publishing utility for unity", i toogle on Develoment Build.

    What can i do?

    thanks :)
     
  6. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    When the games running on your vita, and it is still plugged into your PC, open up the PSM-Tools, in the third tab down 'package' theres a debug box on there, if your vitas connected, it will detect it (after a few seconds) and will start showing debug information.
    I did not have to do anything else other than open the tools, and click on that tab for it to work, so I'm hoping it will for you too ;)
     

    Attached Files:

  7. lavz24

    lavz24

    Joined:
    Mar 14, 2013
    Posts:
    45
    Hi,

    Thanks it work, but i need close Unity :/
     
  8. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
  9. Tochas

    Tochas

    Joined:
    Nov 24, 2012
    Posts:
    17
    Hi, I am getting a crash when loading my scenes with LoadLevelAsync.
    both the profiler and the command line console output reports there is still free memory.
    No additional info or error messages are shown.
     

    Attached Files: