Anyone having or had troubles with debugging? I can’t step my code in a reliant way, it skips and jumps over the code and just handles erratic. It’s really not possible to debug anything with it.
As a long time Visual Studio Professional user I made the switch to VSCode some time ago. Debugging in Non-Dots projects is working fine. In Dots it’s not working. I thought it’s a problem with VSCode but it’s the same in VStudio.
Currently I’m using Unity 2020.3.18f1, latest Entities. I have disabled Burst compilation and want to debug Systembase jobs with a WithoutBurst tag.
I have no issue break pointing in Rider without burst on. The one exception is if you disable burst after starting play mode Entities.ForEach won’t break point properly. Less of an issue for me as I still tend to write most of my code in jobs.
I also occasionally use the native debugging with Visual Studios for debugging when burst is enabled.
Depends on what you’re debugging. If you debug a multithreaded job and “step” through code it can jump from the current step back to breakpoint (if another thread reached breakpoint). And you can switch between multiple reached breakpoints on different threads if you want.
That could be it! The job is exceeding the limit of inputs in the ForEach so I have additional GetComponent in the code.
Thanks, at least a clue to what’s going on!
Is there a resolution to this or just an known issue? So long as a ForEach lambda has GetComponent (or HasComponent I think) I am unable to debug the job. I can repalce those calls with ComponentFromEntity when I need to debug but it’s kinda unfortunate.