Immerse

Testing and debugging an Immerse Scene

Step 13 of 13 |45 mins

Making a build

The Immerse SDK provides various tools for a developer to test and debug their scenes.

Debugging in the Unity Editor

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Currently debugging is only supported for PC VR (StandaloneWin64) as a platform target in Unity.

WebGL Builds

For WebGL, no debugger exists for placing breakpoints and stepping through code. To mitigate this, it is recommended that verbose console logs are added and read via the Chrome Console Window.

Learn more about debugging and troubleshooting WebGL builds from the official Unity documentation.

Editor debugging

Visual Studio can be attached to the Unity Editor instance and used to create breakpoints for stepping through code. Learn more about debugging C# code in Unity from the official Unity documentation.

Debugging modes

The Immerse Platform allows multiple users to join a session. For debugging purposes, three different modes are accessible from within the Unity Editor:

ModeDescription
Offline mode
Debug an offline editor-only session
This mode starts the app in the Editor without needing to build, upload and create a space on the Immerse Platform. This speeds up development and reduces iteration times.
Online mode
Debug an online session with other optional users
This mode uses a real connection to the multi-player server and uses VR in the Unity Editor.
Online mode with emulated users
Debug an online session by emulating other VR users
This mode uses a real connection to the multiplayer server and uses VR in the Unity Editor. For emulated users we use a feature called Avatar recording (more details coming soon)

The three different debugging modes can be configured in the Project Settings Window by selecting Immerse > Window > Immerse Project from the menu.

Offline mode

This mode starts the application in the editor without having to build, upload and create a space on the Immerse Platform. This speeds up development and reduces iteration times.

Even though this mode is "Offline", access to the internet is still required. The difference is that the SDK will not attempt to connect to the Immerse servers when initiated. Instead, all messages will just be mirrored back to the sender.

In this mode within the session, the only user will be the Unity developer (local avatar). This user will also have space owner privileges.

How To Enable Offline Mode

  1. Open the Immerse Project Settings window by going to Immerse > Window > Immerse Project
  • Ensure that Ghost Connection > Offline in Editor is enabled
  • To start, press Play in the editor

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Limitations

Offline Mode mirrors all multiplayer server messages back to the sender and is unaware of the message configuration on Immerse's web services, so will mirror all messages, even if Broadcast back to self is not specified. There's no support for changing camera targets.

Online Mode

This mode uses a real connection to the multiplayer server and uses VR in the Unity Editor.

For this mode an active session link is required. To do this, create a space and upload at least one (PC or WebGL) build.

How To Enable Online Mode

  1. Open the Immerse Project Settings window by going to Immerse > Window > Immerse Project
  • Ensure that Ghost Connection -> Offline in Editor is disabled
  • Under Session, insert the session link URL provided by the platform. This is the full URL to the created Immerse Spaces.
  • Sessions can be joined in two ways: As a Guest user, or an Authenticated user. An Authenticated user provides extra privileges if you are the space owner.
    • Guest User - enter a name in the Username field. Leave password field empty.
    • Authenticated User - enter Immerse Platform login details (username and password)
  • Press the [Login] button to join the session.
  • To start, press [Play] in the editor

The SDK will remember the last session link and username entered for the current scene. The password will not be saved.

Making a build

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Learn more about debugging multi-user scenarios

Updated 3 months ago


Testing and debugging an Immerse Scene


Step 13 of 13 |45 mins

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