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I'm trying to debug a Unity project using the Unity Editor and Visual Studio. A runtime exception keeps popping up, but the debugger doesn't halt when an exception occurs, making it impossible to debug my code efficiently.

In Visual Studio, I've gone into Tools -> Options -> Tools For Unity and set "Exception Support" to "True". I've also enabled all types of exceptions in the Exception Settings panel. I am connecting the debugger to Unity using the "Attach to Unity" button. Breakpoints are working, but the debugger isn't halting on Exceptions.

What do I need to do to get Unity/VS to actually halt on Exceptions?

Note: I've tried closing and re-opening both Unity and VS many times but that doesn't make any difference.

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This documentation on the 2.0 Unity tools preview for VS implies you have to both enable Unity exception support via Tools -> Options -> Tools For Unity (setting "exception support" to true, as you've done) and enable the appropriate CLR exception masks in Visual Studio's built-in exception settings window (check the box next to "Common Language Runtime Exceptions").

For best result you may want to check and then un-check the CLR exceptions tick, as that will ensure all the exception subtypes are enabled to get started with.

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I think, a quick solution, you can try: Write an error log in exception block of the code

Debug.LogError("Exception occured");

And before running the editor open console and hit Error Pause in the console log. enter image description here

The game will pause as any error occurred in the console.

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You may need to do a couple more things to get this working. In my case, I wanted Unity's built-in Assertions to raise exceptions that would be caught by VS. I had to do the following to make this happen.

  1. Configure Unity's Assert class to raise exceptions via Assert.raiseExceptions=true
  2. Add the specific type of Exception to VS's exception settings window. (Right click, select Add, and input UnityEngine.Assertions.AssertionException)
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  • \$\begingroup\$ Are there any other steps you took to get Unity Assertions to throw? These two steps don't seem to work on Unity 2014 LTS answers.unity.com/questions/1581028/… \$\endgroup\$
    – Jethro
    Dec 14, 2018 at 12:14
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    \$\begingroup\$ No, however I've been using Unity 2018.x.x. Is it possible that older versions of Unity used a different Assertion type? (In which case, you'd need to add a slightly different qualified typename to that list). \$\endgroup\$ Jan 20, 2019 at 13:10
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    \$\begingroup\$ Additionally, I noticed that in VS Community 15.9.2 - there was a new tickbox in this list for <All Common Language Runtime Exceptions not in this list> (Look under the Common Language Runtime Exceptions` category). If the exceptions you're attempting to catch from within Unity are not actually AssertionException's, then it's possible this tickbox might be inclusive enough to catch what you're after. \$\endgroup\$ Jan 20, 2019 at 13:11

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