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2 changes: 1 addition & 1 deletion docs/cross-platform/using-visual-studio-tools-for-unity.md
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Expand Up @@ -197,7 +197,7 @@ Note that the scenario described here assumes that you have the source code—th

- Modify the build settings of your DLL project to set its output folder to be the **Assets** folder of your Unity project. Both DLL and PDB files will be placed in the **Assets** folder.

The PDB files are needed for debugging because they contain the DLL's debugging symbols, and map the DLL code to its source code form. If you are targeting the legacy runtime, Visual Studio Tools for Unity will use information from the DLL and PDB to create a DLL.MDB file, which is the debug symbol format used by the the legacy Unity scripting engine. If you are targeting the new runtime, and using Portable-PDB, Visual Studio Tools for Unity will not try to do any symbol conversion as the new Unity runtime is able to natively consume Portable-PDBs.
The PDB files are needed for debugging because they contain the DLL's debugging symbols, and map the DLL code to its source code form. If you are targeting the legacy runtime, Visual Studio Tools for Unity will use information from the DLL and PDB to create a DLL.MDB file, which is the debug symbol format used by the legacy Unity scripting engine. If you are targeting the new runtime, and using Portable-PDB, Visual Studio Tools for Unity will not try to do any symbol conversion as the new Unity runtime is able to natively consume Portable-PDBs.

More information about PDB generation can be found [here](https://docs.microsoft.com/en-us/visualstudio/debugger/how-to-set-debug-and-release-configurations?view=vs-2019). If you are targeting the new runtime, please make sure that "Debugging Information" is set to "Portable", in order to properly generate Portable-PDB. If you are targeting the legacy runtime, you need to use "Full".

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Expand Up @@ -89,7 +89,7 @@ When a snappoint is turned on, it will capture a snapshot whenever the line of c

1. Click the View Snapshot link to open the Time Travel recording in the code editor.

You can execute every line of code recorded by the TTD by using the **Continue** and **Reverse Continue** buttons. Additionally the the Debug toolbar can be used to **Show Next Statement**, **Step Into**, **Step Over**, **Step Out**, **Step Back Into**, **Step Back Over**, **Step Back Out**.
You can execute every line of code recorded by the TTD by using the **Continue** and **Reverse Continue** buttons. Additionally the Debug toolbar can be used to **Show Next Statement**, **Step Into**, **Step Over**, **Step Out**, **Step Back Into**, **Step Back Over**, **Step Back Out**.

![Start Debugging](../debugger/media/time-travel-debugging-step-commands.png)

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2 changes: 1 addition & 1 deletion docs/debugger/using-breakpoints.md
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Expand Up @@ -151,7 +151,7 @@ Data breakpoints break execution when a specific object's property changes.

1. In a .NET Core project, start debugging, and wait until a breakpoint is reached.

2. In the the **Autos**, **Watch**, or **Locals** window, right-click a property and select **Break when value changes** in the context menu.
2. In the **Autos**, **Watch**, or **Locals** window, right-click a property and select **Break when value changes** in the context menu.

![Managed Data Breakpoint](../debugger/media/managed-data-breakpoint.png "Managed Data Breakpoint")

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