Accessing Debug Memory
Debug memory is extra memory that is made available to the Exclusive Partition for use during title development.
Creating Test Discs
Describes how to create test discs.
Profiling Mode
Describes enabling, disabling and the purpose of Profiling Mode.
Retrieving Crash Dumps
For titles built with the February 2014 XDK or later, we automatically collect a subset of crash information for titles from retail consoles and development kits, and transmit them in the background to the Xbox telemetry services. These crash dumps are available by request to help diagnose issues.
Xbox One Title Debugging Checklist
Discusses gathering information about unexpected behavior in titles.
Debugging your Title without a Network Connection
The ability to test and debug your title in an environment without a connection to the Internet or to Xbox Live is critical to ensuring that your title will behave correctly when these network-down situations occur in the real world.
Simulating Gamepad Input
Describes how to simulate gamepad input to a Xbox One development console for use in an automated test harness or standalone tool.
Testing with a Trial License
Describes how to test your game with a trial license.
Testing with a License Override
Describes how to test Windows Store API calls in a loose-file build of your title using a Licensing Override file.
Debugging Titles using Overlay Folders
Describes how to debug a packaged build, or loose-file build shared on a network, by overlaying a subset of files with private versions on your development PC.