XNA Content Pipeline Debugging

Free

A project template that enables debugging the XNA Content Pipeline 4.0. Make this project the startup project whenever you want to debug your content pipeline extensions in the Visual Studio IDE. Set breakpoints in your custom importer or processor code, configure the project ...

(4) Review
Visual Studio
2010
Download (2,946)
10/31/2010
1.6
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Reviews (4)
Q and A (2)
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by Poddster | March 29 2012

Exceptionally useful if all you have is XNA 4.0 + VS C# Express.

by Eric Frazer | February 26 2012

Are you kidding me? How useful is THIS? (answer: Very)
I had no idea this even existed so I could peek into the magic pipeline's black box. Thank you!

by Jeffrey Tippet [MSFT] | July 16 2011

This instantly solved my problem.

by amartinez1660 | November 21 2010

Awesome tool.

Perfect for understanding what happens inside the ContentPipeline build process, line by line.
It helps big time writing custom processors.

Thanks a lot for this contribution.

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  • Are you planning on updating this for VS 2012?
    1 Posts | Last Post March 20, 2013
    • Are you planning on updating this for VS 2012? That would be nice : )
  • Template updated to version 1.6 - Change Summary
    1 Posts | Last Post October 31, 2010
    • I just submitted a revised template (v1.6) to fix a problem with debugging content as it builds for Xbox 360 or Windows Phone.
      
      DESCRIPTION OF PROBLEM:
      The previous version (v1.5) was setting the Platform property as a global property. This impacts every project that is built, not just the content project. When setting the XnaPlatform to WindowsPhone or Xbox360, the Platform property would be changed as well. This would result in failures building any referenced content pipeline extension libraries, because they only have an x86 platform by default.
      
      DESCRIPTION OF CHANGE:
      The fix was to remove the line of code setting the Platform as a global property. This means all projects referenced by the content project will build for their default platform. That should be x86 for all content pipeline dependencies.
      
      SIDE-EFFECT OF SOLUTION:
      As a side-effect of this fix, the content project output directory will not be platform-specific. Content will be built to target the specific platform (you can see the target platform in the content pipeline context objects), but the output will always go to the same directory.
      
      This side-effect will not impact your game builds, as debugging output is not written to the game output directory.