<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>debugging on World of Zero</title><link>https://worldofzero.com/tags/debugging/</link><description>Recent content in debugging on World of Zero</description><generator>Hugo -- gohugo.io</generator><language>en</language><managingEditor>contact@worldofzero.com (Sam Wronski)</managingEditor><webMaster>contact@worldofzero.com (Sam Wronski)</webMaster><copyright>©2025, All Rights Reserved</copyright><lastBuildDate>Wed, 13 May 2020 00:00:00 +0000</lastBuildDate><atom:link href="https://worldofzero.com/tags/debugging/index.xml" rel="self" type="application/rss+xml"/><item><title>My .STL Generator Breaks in Germany (and other countries), Lets Fix That</title><link>https://worldofzero.com/videos/my-stl-generator-breaks-in-germany-and-other-countries-lets-fix-that/</link><pubDate>Wed, 13 May 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/my-stl-generator-breaks-in-germany-and-other-countries-lets-fix-that/</guid><description>A few weeks ago one of you left a comment on an older video of mine that built a 3D Model exporter into Unity.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/3GQdDiym1V0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>livecode</category><category>debugging</category><category>opensource</category><category>3d printing</category><category>unity3d</category></item><item><title>Building Coyote Time in a 2D Platformer</title><link>https://worldofzero.com/videos/building-coyote-time-in-a-2d-platformer/</link><pubDate>Tue, 17 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-coyote-time-in-a-2d-platformer/</guid><description>Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/8GUKmvzRoMA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>livecode</category><category>debugging</category><category>csharp</category><category>dotnet</category></item><item><title>Using Debug.DrawLine and Debug.DrawRay to Visually Debug Unity 3D - Quick Tip</title><link>https://worldofzero.com/videos/using-debugdrawline-and-debugdrawray-to-visually-debug-unity-3d-quick-tip/</link><pubDate>Tue, 17 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-debugdrawline-and-debugdrawray-to-visually-debug-unity-3d-quick-tip/</guid><description>Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/USwrSUpIgLI/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>debugging</category><category>tutorial</category></item><item><title>Exploring Unity Debugging</title><link>https://worldofzero.com/videos/exploring-unity-debugging/</link><pubDate>Sun, 11 Aug 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-unity-debugging/</guid><description>Debuggers are a great way to find out what is actually going on in your code. They allow you to pause, inspect and modify the state of your program at any time.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/sDAXf6I76ww/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>debugging</category><category>unity3d</category><category>livecode</category></item><item><title>Tracking Rigidbody Velocity in Asteroids VR</title><link>https://worldofzero.com/videos/tracking-rigidbody-velocity-in-asteroids-vr/</link><pubDate>Mon, 15 Jul 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/tracking-rigidbody-velocity-in-asteroids-vr/</guid><description>In order to better track and debug in Asteroids VR I&amp;rsquo;d like to be able to track how fast the player is moving at any point in time.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/MDT6VV56vNk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>vr</category><category>xr</category><category>unity3d</category><category>livecode</category><category>debugging</category></item><item><title>Experimenting With Rotated Pixels - Circle Pixel Shader - Part 5</title><link>https://worldofzero.com/videos/experimenting-with-rotated-pixels-circle-pixel-shader-part-5/</link><pubDate>Fri, 28 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/experimenting-with-rotated-pixels-circle-pixel-shader-part-5/</guid><description>I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-UIeB7OCw10/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>debugging</category><category>opensource</category></item><item><title>Draw Debug Information in the Unity Editor with Gizmos - Quick Tip</title><link>https://worldofzero.com/videos/draw-debug-information-in-the-unity-editor-with-gizmos-quick-tip/</link><pubDate>Fri, 10 May 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/draw-debug-information-in-the-unity-editor-with-gizmos-quick-tip/</guid><description>Unity makes it possible to draw simple debugging information in your scene and even in-game while using the Unity Editor using Gizmos.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/S7HfszIEAAY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tip</category><category>unity3d</category><category>tutorial</category><category>csharp</category><category>debugging</category></item><item><title>Can You Hear Me Now - Trying and Failing to Use Unity's Microphone</title><link>https://worldofzero.com/videos/can-you-hear-me-now-trying-and-failing-to-use-unitys-microphone/</link><pubDate>Wed, 08 Aug 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/can-you-hear-me-now-trying-and-failing-to-use-unitys-microphone/</guid><description>I&amp;rsquo;ve never used Unity&amp;rsquo;s Microphone API&amp;rsquo;s before. Let&amp;rsquo;s explore them together and get lost while we make something cool!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/fOPJLeDI9ms/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>debugging</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Accumulating Snow - Dynamic Snow in Unity - Part 3</title><link>https://worldofzero.com/videos/accumulating-snow-dynamic-snow-in-unity-part-3/</link><pubDate>Wed, 28 Feb 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/accumulating-snow-dynamic-snow-in-unity-part-3/</guid><description>We&amp;rsquo;ve already built a snow shader that can deform as you walk over it. But what about recovering over time?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YbtJyi0ODi8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>csharp</category><category>dotnet</category><category>unity3d</category><category>debugging</category></item><item><title>Drawing Lines With The Mouse in Unity</title><link>https://worldofzero.com/videos/drawing-lines-with-the-mouse-in-unity/</link><pubDate>Thu, 22 Feb 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/drawing-lines-with-the-mouse-in-unity/</guid><description>Lets explore drawing lines using the mouse in Unity. We&amp;rsquo;ll approach this in two parts. The first is to figure out how to cast a line from our camera where our mouse is.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/km_kU-j7mcw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>debugging</category></item><item><title>A Rough Beginning - Angled Line Renderer - Part 1</title><link>https://worldofzero.com/videos/a-rough-beginning-angled-line-renderer-part-1/</link><pubDate>Tue, 29 Aug 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-rough-beginning-angled-line-renderer-part-1/</guid><description>The first part of two covering how to build a line renderer that only renders lines at 45 degree angles.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/y5A-2PTKnn0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>debugging</category></item><item><title>Fixing the Quadtree Insertion - Lets Make 2D Voxel Terrain - Part 4</title><link>https://worldofzero.com/videos/fixing-the-quadtree-insertion-lets-make-2d-voxel-terrain-part-4/</link><pubDate>Wed, 01 Feb 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/fixing-the-quadtree-insertion-lets-make-2d-voxel-terrain-part-4/</guid><description>Bug fix time! Our quadtree is broken so let&amp;rsquo;s fix it. There are two things broken right now that we need to fix.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/GAf_LmI0PkE/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>debugging</category></item></channel></rss>