How to build and debug P4Connect. Prerequisites: 1. Visual Studio: You need to use either Visual Studio 2010 or Visual Studio 2013, Visual studio 2013 community edition is now free download and use. Download it from http://www.visualstudio.com/en-us/news/vs2013-community-vs.aspx 2. The UnityVS plugin for the version of Visual Studio you chose. Download it from http://www.unityvs.com Preparation: Create a sample Unity project to be used while debugging P4Connect. I have created a project for each version of Visual studio, you can start with one of them. Look for //guest/perforce_software/p4connect/UnitySampleVS2010 and UnitySampleVS2013. each of these solutions contains the UnityVS assets and has customized UnityVS solutions and projects which include the P4Connect projects and allow debugging from within Unity3d. More instructions about how to set up the sample project for debugging a Unity DLL are here: http://unityvs.com/documentation/dll-debugging/ The UnityVS plugin will generate a solution file which will "wrap" the Unity project. If you add the P4Connect projects to the UnityVS Solution, it will allow you to build from source, run in Unity and debug in Visual Studio. IMPORTANT!!! Two files need to be customized to tell visual studio where to copy the generated files. Each of these files contains the relative path (relative to the AssetTarget.txt file) for where the built assets get copied. So to debug P4Connect while running Unity in the sample project at ...\UnitySampleVS2013 .\src\P4Connect\AssetTarget.txt should contain "..\..\UnitySampleVS2013\Assets" .\src\P4Bridge\AssetTarget.txt should contain "..\..\UnitySampleVS2013\Assets" both "AssetTarget.txt" files should contain the path ..\..\UnitySampleVS2013\Assets If you need to change the AssetTarget.txt files and they exist in Perforce, you should check them out first. Project and Solution files are marked by a ".vs13" or ".vs10" in their filenames, this specifies which version of visual studio is needed to open the project. For the purposes of this document I will assume you are using Visual studio 2013. The projects which need to be included to build and debug P4Connect are: .\P4Bridge\p4bridge\p4bridge.vs13.vcxproj .\PBridge\p4api.net/p4api.net.vs\13.csproj .\P4Connect\P4Connect.vs13.csproj Debugging P4Connect: While setting up P4Connect with a new project, you might want to make sure that all the UnityVS.* project and solution files in the project are writeable by checking them out from Perforce if they are stored there. The source for P4Connect is available through a perforce connection to workshop.perforce.com:1666 Since P4Connect is a Perforce integration, it may not want to access a different perforce server than the one which contains the P4Connect source, but instead be pointed to one of your own. This can be done by using the P4CONFIG option and creating a P4CONFIG file in the root of the Unity Game directory. In my case, P4Connect is attaching to a server on localhost:1666, while the source is still being managed from the workshop. For more information about P4CONFIG, look here: http://www.perforce.com/perforce/doc.current/manuals/cmdref/P4CONFIG.html Please send all questions / suggestions / criticisms to support@perforce.com