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Improved debugging attach and updated readme
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.vscode/launch.json

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{
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"type": "lldb",
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"request": "attach",
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"name": "Rust Unity 22",
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// "pid": "${command:pickProcess}", // For manual picking, if there are multiple Unity instances running
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"program": "/Applications/Unity/Hub/Editor/2022.3.20f1/Unity.app/Contents/MacOS/Unity",
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"name": "Rust/C++ Unity auto",
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"waitFor": true,
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"program": "Unity",
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"sourceLanguages": ["rust"]
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},
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{
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"type": "lldb",
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"request": "attach",
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"name": "Rust Unity 6.3",
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"program": "/Applications/Unity/Hub/Editor/6000.3.10f1/Unity.app/Contents/MacOS/Unity",
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"name": "Rust/C++ Unity manual",
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"pid": "${command:pickProcess}", // For manual picking, if there are multiple Unity instances running
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"sourceLanguages": ["rust"]
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}
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]

README.md

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@@ -76,15 +76,13 @@ Look at the Unity-SDK.code-workspace setup for VSCode. This will use the Meet Sa
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For C# debugging, there is a simple attach launch option called `C# Unity`, for example in the `Meet/.vscode/launch.json`.
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For Rust / C++ debugging on MacOS, you need to install the [CodeLLDB](https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb) extension installed.
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For Rust / C++ debugging on MacOS, you need to install the [CodeLLDB](https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb) extension. The debug attach is defined in `.vscode/launch.json`.
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1. Build the livekit-ffi lib locally in debug mode with `./BuildScripts~/build_ffi_locally.sh macos debug`
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2. Start the Unity Editor
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3. Attach to the Unity Editor process
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3. Attach to the Unity Editor process (either auto or manual process picker)
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4. Start the Scene in Editor
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For step 3. you can have a look at `.vscode/launch.json` to improve the process picking for your setup.
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### iOS
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Add dependent frameworks to your Unity project

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