Bring the black flag

While it would be nice if there was a magic wand to wave and all the bugs were gone, it just doesn't work that way...yet. For now, we must manually find the bugs, then and only then can we take them out. If programming is a path you plan to go down for the long term, strap in and get ready, debugging is a process that you will spend a large majority of your time doing.

Traditional applications tend to benefit from debugging systems, while games and, by extension, 3D applications for HoloLens or other head-mounted-displays and mobile devices have lacked the ability to use the low-level tools effectively, at least until recently.

Generally, with 3D applications or non-traditional hardware, we would end up having to create the tools we use to hunt down the problems we had. This is not uncommon for any kind of development, but just more common in this space. These high-level solutions are typically visual in nature, but can also be a basic console logger like the one we made in Chapter 7, The Tools of the Trade. I ended up using it a lot when I was working my way through the rest of the application.

The tests we need to get feedback on can be as simple as an object turning red or green when certain conditions are met, or seeing the constant value of a variable as conditions are changed throughout the execution of the application. We will start on this level in Unity itself and the Inspector panel.

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