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tmighty
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In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

Ideally, I would have the Debugger attached, and I would have a breakpoint set, then Visual Studio would show me exactely where it stopped.

It would look like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

It would look like that:

enter image description here

enter image description here

How could I anyways still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

Do I always have to have breakpoints set and the Debugger attached? Or could I still attach the debugger later and still step into where the script halted?

The reason why I don't have the Debugger attached at all time is that I frequently change the scripts, then I need to save it and detach and re-attach the Debugger. This is too time-taking.

I am using Visual Studio Community Edition.

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

Ideally, I would have the Debugger attached, and I would have a breakpoint set, then Visual Studio would show me exactely where it stopped.

It would look like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

It would look like that:

enter image description here

enter image description here

How could I anyways still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

Do I always have to have breakpoints set and the Debugger attached? Or could I still attach the debugger later and still step into where the script halted?

I am using Visual Studio Community Edition.

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

Ideally, I would have the Debugger attached, and I would have a breakpoint set, then Visual Studio would show me exactely where it stopped.

It would look like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

It would look like that:

enter image description here

enter image description here

How could I anyways still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

Do I always have to have breakpoints set and the Debugger attached? Or could I still attach the debugger later and still step into where the script halted?

The reason why I don't have the Debugger attached at all time is that I frequently change the scripts, then I need to save it and detach and re-attach the Debugger. This is too time-taking.

I am using Visual Studio Community Edition.

added 453 characters in body
Source Link
tmighty
  • 919
  • 15
  • 39

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

Ideally, I would have the Debugger attached, and I would have a breakpoint set, then Visual Studio would show me exactely where it stopped.

It would look like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

It would look like that:

enter image description here

enter image description here

How could I anyways still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

HowDo I always have to have breakpoints set and the Debugger attached? Or could I still attach the debugger later and still step into my code to see where it currently paused / where exactely the Debug.Break() is that it currently stopped atscript halted?

I am using Visual Studio Community Edition.

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

How could I still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

How could I step into my code to see where it currently paused / where exactely the Debug.Break() is that it currently stopped at?

I am using Visual Studio Community Edition.

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

Ideally, I would have the Debugger attached, and I would have a breakpoint set, then Visual Studio would show me exactely where it stopped.

It would look like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

It would look like that:

enter image description here

enter image description here

How could I anyways still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

Do I always have to have breakpoints set and the Debugger attached? Or could I still attach the debugger later and still step into where the script halted?

I am using Visual Studio Community Edition.

Rephrased my question again because it didn't seem clear yet.
Source Link
tmighty
  • 919
  • 15
  • 39

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

What amHowever, I supposeddon't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to this with this automatic pauseUnity.

How could I still step into the line where Unity halted? HowI would like to see where exactely Unity halted, but I don't see how.

How could I step into my code to see where it currently paused / where exactely the Debug.Break() is that it currently stopped at?

I am using Visual Studio Community Edition.

When my game hits a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

What am I supposed to this with this automatic pause? How could I step into my code to see where it currently paused / where exactely the Debug.Break() is that it currently stopped at?

I am using Visual Studio Community Edition.

In my scripts, I have several "Debug.Break();".

I use them to halt the execution of the script when unexpected situations occur, for example like here:

 if (condition == 1) 
 {
    DoThis();
 }
 else if (condition == 2)
 {
    DoThat();
 }
 else
 {
     //this should not happen! Check what goes on here
     Debug.Break();
 }

When my game hits such a "Debug.Break()", the gameplay is automatically paused.

It looks like this:

enter image description here

However, I don't have breakpoints at all Debug.Break(); and sometimes I do not even have the Debugger attached to Unity.

How could I still step into the line where Unity halted? I would like to see where exactely Unity halted, but I don't see how.

How could I step into my code to see where it currently paused / where exactely the Debug.Break() is that it currently stopped at?

I am using Visual Studio Community Edition.

Rephrased question to make it more clear
Source Link
tmighty
  • 919
  • 15
  • 39
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Source Link
tmighty
  • 919
  • 15
  • 39
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