So, here is what I am after. Is there a way to identify which were the last n lines of code that were executed in Unity 5 (with C#) at a given point of the game?
I know I can use Debug.Break() to set break points to help identifying problematic parts of the code. However, when the codes escalate and multiple functions interact, it is sometimes difficult to identify what came immediately before the break point.
Therefore, my question. Is there a way to retrieve the lines of code that were executed for instance before a break point?