Full Switch Case Not Being Executed

when the following script is executed in the unity editor the only part that works is Debug.Log(“got”);

When i run a built stand a lone client this entire case code executes no problem

But when i run it in the unity editor the only line that is executed is Debug.Log(“got”);
i do not receive any message for Debug.Log(whosentit.localusername); or any other console messages of any type regarding the execution of the case

furthermore
I have debugged the whole case and every component possible and it is all working correctly.

I am mainly wondering about situations where a case such as this one stops with no error message

or known unity editor glitches where this can occur? or can there exists a condition where the switch is activated at the same time with 2 separate cases that can lead to an early break?

the only function i can get to work other then the Debug.Log(“got”); is if i add a bool and change it to true or false

                case 3:
                    Debug.Log("got");
                    localplayerobject.GetComponent<Menu>().challengwindoopen.SetActive(true);

                    recivedbattlerequest whosentit = JsonUtility.FromJson<recivedbattlerequest>(content);
                    Debug.Log(whosentit.localusername);
                    localplayerobject.GetComponent<Menu>().challenger.text = "Challenger: " + whosentit.localusername;
                    localstats.playerpartymine = whosentit.playerpartymine;

                    localstats.challenger = whosentit.localusername;
                    localplayerobject.GetComponent<playerstats>().beingchallenged = true;

                    break;

Have you attached the debugger to Unity, placed a breakpoint at Debug.Log(“got”), and see what happens when you step to the next line?

The username might be blank. Try

Debug.Log("Sent by: " + whossentit.localusername.ToString());

Also, you might consider a try/catch block, might be throwing an exception.

thanks finally an error to work with

UnityEngine.UnityException: GetComponentFastPath can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.