#Not hitting breakpoints in visual studio system?

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sly owl
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So, i took a few years off of game dev and worked in SaaS for a while, but i'm back working with a client in unity and they've got their project going with dots.

It's still super early and many of the original people were contractors that are no longer hired, so i'm having trouble just hitting a breakpoint on a line that is spamming logs to console.

The line in question is in the OnUpdate method of an ISystem that is Burst compiled, and is being called like: UnityEngine.Debug.Log("------------Loading SubScenes------------"); I can see the line spammed in the logs, so I know it's being hit, I can set breakpoints in visual studio community 2022 in a normal monobehaviour and it hits those breakpoints.

So I'm wondering is it just me, it's in the Assembly-CSharp project, which i think means it's even in the same assembly, double clicking on the log message in unity opens it to the same line i have the breakpoint.

Are we just not able to hit breakpoints in dots systems or is there something i'm missing in configuration?

main tangle
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you aren't in general able to put breakpoints in bursted code, but there's supposed to be a thing in recent versions where burst will auto turn itself off for a given function when you try to debug it. in any case, you can get around it by removing burstcompile from that update function

subtle rock
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The auto burst turn off for breaking actually works pretty well these days, at least with rider. Project occasionally hits a state where it just won't break and a quick restart usually fixes, but for the most part it works nicely.

That said, breaking in thy source gen jobs seems to have issues. I did see a recent post of forums that seemed to imply that comments were cause the lines to be off and removing them fixed the issues.