法一:http://forum.unity3d.com/threads/161685-How-to-build-and-debug-external-DLLs

http://docs.unity3d.com/Documentation/Manual/UsingDLL.html

法二:http://unityvs.com/documentation/dll-debugging/

We all throw dozens or hundreds of scripts into our Assets folder and let Unity build and load them. Usually this works well, but there are a number of reasons for wanting to compile at least some of your code into a DLL. This post outlines a method for building code with Visual Studio and still being able to debug it with MonoDevelop.

For context, I'm using Windows 7 64-bit, Visual C# 2010 Express, Unity 3.5.6 and MonoDevelop 2.8.2 (shipped with Unity 3.5.6). The information should apply to other versions and possibly even to Mac development, but I haven't tested it.

The basic approach is:

  1. create a .csproj file that uses wildcards to find all source code
  2. add this C# project to a Visual Studio solution
  3. use an MSBuild post-build target to convert Visual Studio's PDB symbols to Mono's MDB format
  4. debug with MonoDevelop from Unity, as normal
  5. source code should -not- be in the Assets folder, but the generated DLL should be

Here's a handmade .csproj file that demonstrates how this works:

<?xml version="1.0" encoding="utf-8"?>

<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">

  <!-- Common Properties -->

  <PropertyGroup>

    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>

    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>

    <ProductVersion>8.0.</ProductVersion>

    <SchemaVersion>2.0</SchemaVersion>

    <ProjectGuid>{61A89EEC-36B9-49ED--D6A7DBDD9EA7}</ProjectGuid>

    <OutputType>Library</OutputType>

    <RootNamespace>UnityDLLExample</RootNamespace>

    <AssemblyName>UnityDLLExample</AssemblyName>

    <TargetFrameworkVersion>v3.</TargetFrameworkVersion>

    <TargetFrameworkProfile>

    </TargetFrameworkProfile>

    <FileAlignment></FileAlignment>

    <!-- Look up Unity install folder, and set the ReferencePath for locating managed assembly references. -->

    <UnityInstallFolder>$([System.IO.Path]::GetDirectoryName($(registry:HKEY_CURRENT_USER\Software\Unity Technologies\Unity Editor .x\Location)))</UnityInstallFolder>

    <ReferencePath>$(UnityInstallFolder)\Data\Managed</ReferencePath>

    <MonoMdbGenerator>$(UnityInstallFolder)\Data\MonoBleedingEdge\lib\mono\4.0\pdb2mdb.exe</MonoMdbGenerator>

  </PropertyGroup>

  <!-- Debug Properties -->

  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">

    <PlatformTarget>AnyCPU</PlatformTarget>

    <DebugSymbols>true</DebugSymbols>

    <DebugType>full</DebugType>

    <Optimize>false</Optimize>

    <OutputPath>Assets\Plugins</OutputPath>

    <DefineConstants>DEBUG;UNITY_3_5</DefineConstants>

    <ErrorReport>prompt</ErrorReport>

    <WarningLevel></WarningLevel>

    <TreatWarningsAsErrors>true</TreatWarningsAsErrors>

  </PropertyGroup>

  <!-- Release Properties -->

  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">

    <PlatformTarget>AnyCPU</PlatformTarget>

    <DebugType>pdbonly</DebugType>

    <Optimize>true</Optimize>

    <OutputPath>Assets\Plugins</OutputPath>

    <DefineConstants>UNITY_3_5</DefineConstants>

    <ErrorReport>prompt</ErrorReport>

    <WarningLevel></WarningLevel>

  </PropertyGroup>

  <PropertyGroup>

    <StartupObject />

  </PropertyGroup>

  <!-- Microsoft standard stuff. -->

  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

  <!-- Find all source -->

  <ItemGroup>

    <Compile Include="scripts\**\*.cs" />

  </ItemGroup>

  <!-- References -->

  <ItemGroup>

    <Reference Include="System" />

    <Reference Include="UnityEngine">

      <Private>False</Private>

    </Reference>

  </ItemGroup>

  <!-- Use AfterUnityBuild from Blackbird.CSharp.targets. -->

  <Target Name="AfterBuild">

    <CallTarget Targets="GenerateMonoSymbols" Condition=" Exists('$(OutputPath)\$(AssemblyName).pdb') " />

  </Target>

  <Target Name="GenerateMonoSymbols">

    <Message Text="$(ProjectName) -> $(TargetPath).mdb" Importance="High" />

    <Exec Command="&quot;$(MonoMdbGenerator)&quot; $(AssemblyName).dll" WorkingDirectory="$(MSBuildProjectDirectory)\$(OutputPath)" />

  </Target>

  </Project>

To use this build file, save it as "UnityDLLExample.csproj" in a project folder with the following layout:

-project/
-----UnityDLLExample.csproj (from this post)
-----UnityDLLExample.sln (create with Visual Studio)
-----scripts/
---------SomeScript.cs (put your source code in here, use sub-folders if you like)
-----Assets/ (Unity assets folder)
---------Plugins/ (DLL and MDB files go here)

Notes:

  • MonoDevelop doesn't support the Include="**\*.cs" wildcard syntax, so you can't build this project with MonoDevelop
  • you *can* build with the MSBuild command line if you don't want to open Visual Studio
  • if you have editor scripts mixed in with game scripts, you can find them with Include="**\Editor\**\*.cs"
  • if your editor and game scripts are inter-mixed then you need to Include the editor scripts in the editor csproj and Exclude them from the game csproj
  • Unity comes with two versions of pdb2mdb.exe -- only the one in the MonoBleedingEdge folder works for coroutines (that return IEnumerator)
  • for hand-building .csproj files, you can get GUIDs from http://www.guidgen.com/

This thread was started after a bunch of thought and discussion on this other thread. Thanks to @guavaman for getting the ball rolling.

 Originally Posted by amirabiri 
Is anyone else getting this exception?

Code:  
Unhandled Exception: System.TypeInitializationException: The type initializer for 'Mono.Cecil.Metadata.TableHeap' threw an exception. ---> System.ArgumentException: Value does not fall within the expected range.

at System.Runtime.CompilerServices.RuntimeHelpers.InitializeArray(Array array, RuntimeFieldHandle fldHandle)

at Mono.Cecil.Metadata.TableHeap..cctor()

--- End of inner exception stack trace ---

at Mono.Cecil.PE.ImageReader.ReadTableHeap()

at Mono.Cecil.PE.ImageReader.ReadImage()

at Mono.Cecil.PE.ImageReader.ReadImageFrom(Stream stream)

at Mono.Cecil.ModuleDefinition.ReadModule(Stream stream, ReaderParameters parameters)

at Mono.Cecil.ModuleDefinition.ReadModule(String fileName, ReaderParameters parameters)

at Pdb2Mdb.Driver.Main(String[] args)

This doesn't seem to be related to the to the project, the same thing happens when I run the command from the command line.

 
 Originally Posted by TaiChiAnt 
I have the same problem as well. 2.0 pdb2mdb.exe solved this problem but not the IEnumerator Issue. :(

We had the same problems. Using pdb2mdb.exe from 'C:\Program Files (x86)\Unity\Editor\Data\Mono\lib\mono\2.0\pdb2mdb. exe' worked as long as we did not use IEnumerator and yield. When our *.dlls contained yield statements, pdb2mdb.exe always crashed with the following stacktrace:

Code:  
System.ArgumentNullException: Argument cannot be null.

Parametername: source

at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.Where[PdbLines] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

at Pdb2Mdb.Converter.GetSourceFile (Mono.CompilerServices.SymbolWriter.MonoSymbolWriter mdb, Microsoft.Cci.Pdb.PdbFunction function) [0x00000] in <filename unknown>:0

at Pdb2Mdb.Converter.ConvertFunction (Microsoft.Cci.Pdb.PdbFunction function) [0x00000] in <filename unknown>:0

at Pdb2Mdb.Converter.Convert (Mono.Cecil.AssemblyDefinition assembly, IEnumerable`1 functions, Mono.CompilerServices.SymbolWriter.MonoSymbolWriter mdb) [0x00000] in <filename unknown>:0

at Pdb2Mdb.Driver.Convert (Mono.Cecil.AssemblyDefinition assembly, System.IO.Stream pdb, Mono.CompilerServices.SymbolWriter.MonoSymbolWriter mdb) [0x00000] in <filename unknown>:0

When switching to the other pdb2mdb.exe located at 'C:\Program Files (x86)\Unity\Editor\Data\MonoBleedingEdge\lib\mono\ 4.0\pdb2mdb.exe', it worked for some of our PCs but crashed on others with the error given by amirabiri. Doing some research we found that this is related to the mono version used to execute pdb2mdb.exe. We could fix this issue by using the mono.exe located at 'C:\Program Files (x86)\Unity\Editor\Data\MonoBleedingEdge\bin\mono. exe'. The command looks like (make sure the cwd is where the dll is located)

 
Code:  
"C:\Program Files (x86)\Unity\Editor\Data\MonoBleedingEdge\bin\mono.exe" "C:\Program Files (x86)\Unity\Editor\Data\MonoBleedingEdge\lib\mono\4.0\pdb2mdb.exe" Your.dll
 
 

Unity: How to build and debug external DLLs的更多相关文章

  1. 大杂烩 Classpath / Build path / Debug关联源码 / JDK&JRE区别

    Classpath的理解及其使用方式 原文地址:http://blog.csdn.net/wk1134314305/article/details/77940147?from=bdhd_site 摘要 ...

  2. 从Unity引擎过度到Unreal4引擎(最终版)

    原文地址:http://demo.netfoucs.com/u011707076/article/details/44036839 前言 寒假回家到现在已经有十多天了,这些天回家不是睡就是吃....哎 ...

  3. Unity Glossary

    https://docs.unity3d.com/2018.4/Documentation/Manual/Glossary.html 2D terms 2D Physics terms AI term ...

  4. 面向Unity程序员的Android快速上手教程

    作者:Poan,腾讯移动客户端开发 工程师 商业转载请联系腾讯WeTest获得授权,非商业转载请注明出处. WeTest 导读 随着Unity.cocos2dx等优秀跨平台游戏引擎的出现,开发者可以把 ...

  5. How to build the Robotics Library from source code on Windows

    The Robotics Library is an open source C++ library for robot kinematics, motion planning and control ...

  6. Unity中各个平台的预编译的运用方式

    1,unity中官方文档的一个操纵关键词   Platform Dependent Compilation 2,常用的预编译关键词    UNITY_EDITOR    编辑器调用.UNITY_STA ...

  7. Solve Error Debug Assertion Failed Expression vector iterators incompatible Using PCL in Release Mode of VS2010

    When using PCL 1.4.0 in the release mode building under VS2010, we might sometime get the error &quo ...

  8. debug,trace,release项目配置区别

    Debug模式是用来调试用的,它生成的执行文件中含有大量调试信息,所以很大: Release模式生成的执行文件消除了这些调试信息,可用来作为成品发布 Debug只在debug状态下会输出,Trace在 ...

  9. Android 中获取 debug 测试 SHA1 和 release SHA1 证书指纹数据的方法

    百度地图开发的时候要申请KEY,需要提供SHA1证书指纹数据 Eclipse eclipse中直接查看:windows -> preferance -> android -> bui ...

随机推荐

  1. Codeforces 258 Div2

    A题,n*m根木棍,相交放置,轮流取走相交的两根,最后谁不能行动,则输掉. min(n,m)&1 为1则先取者赢. B题,给定一个长度为n,且各不相同的数组,问能否通过交换连续一段L....R ...

  2. POJ 2289 Jamie's Contact Groups & POJ3189 Steady Cow Assignment

    这两道题目都是多重二分匹配+枚举的做法,或者可以用网络流,实际上二分匹配也就实质是网络流,通过枚举区间,然后建立相应的图,判断该区间是否符合要求,并进一步缩小范围,直到求出解.不同之处在对是否满足条件 ...

  3. 找不到mysql服务或mysql服务名无效

    问题原因:mysql服务没有安装. 解决办法: 在 mysql bin目录下 以管理员的权限 执行 mysqld -install命令 出现:Service successfully installe ...

  4. linux 匹配查询列表中包含某一特殊字符的所有行中的某一列

    命令: ll | grep sh | awk '{print $9}' 解析: 其中,匹配列的命令为awk '{print $n}',$n为匹配的第几列.

  5. webstore+nodejs

    新建一个普通的project. 编写如下代码: var http=require('http'); http.createServer(function(req,res){ res.writeHead ...

  6. Ember.js demo2

    <!DOCTYPE html> <html> <head> <script src="http://code.jquery.com/jquery-1 ...

  7. IP隧道基础研究

    static char banner[] __initdata = KERN_INFO "IPv4 over IPv4 tunneling driver\n"; static st ...

  8. Webform——注册验证

    服务器控件和客户端控件的交替使用,主要还是获取到各个控件的值,直接用C#或Js判断是否符合条件就可以. 这里是以服务器控件为例子,至于客户端控件则需要写JS代码 .UserBF public clas ...

  9. bzoj列表3

    水题列表 bzoj2429 裸的最小生成树 bzoj1567 二分答案+hash判断,判断序列.矩阵是否相同常用hash bzoj1087 简单的状压dp bzoj1754 高精度乘法,模拟竖式即可

  10. 基于WebForm+EasyUI的业务管理系统形成之旅 -- 总体介绍

    一.系统总体介绍 企业业务管理系统是针对经营企业管理而开发的专业管理软件, 是以“精细管理.过程监控”为设计理念,全面满足企业的信息化管理需求,充分发挥专业.平台.灵活等优点. 集进销存.财务.CRM ...