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Augmented Reality Game Development by Micheal Lanham

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Summary

This chapter was all about fixing issues and resolving problems you may encounter in this book or during typical development. We started by looking at the first place you should always look when anything goes wrong in Unity, the Console. From there, we jumped to looking at some typical errors and warnings that may stop you cold in development. This took us into debugging and then remote debugging scripts from your code editor. This was followed by a further look at the logging capabilities in Unity, where we finished with an example of a custom log handler. This took us back to reviewing CUDLR as our local/remote console that we can connect to any platform and track log messages, or even inspect objects. Having spent so much time reviewing ...

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