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Question by Aralox · Dec 09, 2011 at 04:59 AM · networkingdebugmultipleinstancesexecutable

Best way to Debug Network games? (multiple instances of executable)

I was wondering, what is the best way of debugging network games?

Back when I was using DarkBasic, I would just re-run the temporary executable created whenever I compiled the game, and work from there. However I cant find the executable created by Unity whenever you run the game - I thought it would naturally be in the Temp\bin\Debug directory (on Windows), but it isnt there (its not hidden). Does anyone know where it is, or if it exists?

I read here that a way of doing this is by duplicating your entire project, but this seems overkill.

How do you guys do it? Any help would be appreciated :)

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Answer by syclamoth · Dec 09, 2011 at 05:30 AM

Unity doesn't execute your game from a standalone- the file that gets run is the .unity scene file, and the program that runs it is the Unity Editor. To debug your multiplayer game, use 'Build and Run' and then find the log file that is outputted by the executable (it'll be somewhere in your user directory) to get debug information. The reason you never leave the Editor when you are creating your games is because the Editor is also a wrapper for the Unity runtime environment.

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avatar image Aralox · Dec 09, 2011 at 07:11 AM 1
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I see... Oh and when I said 'debug', im not referring to the log file, I mean just the debugging procedure in general, where you run two instances of the executable and play around to see if everything is working alright.

I found a pretty good way where i would just build and run my solution, then run the game in the editor too. (and if i want to, i can run more instances of the game using the executable created in the project directory). Ill wait and see if anyone else has a solution too, before i post an answer to my own question :P

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