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Question by
elenzil · Oct 06, 2016 at 05:23 PM ·
coroutinesdebuggingbreakpoint
callstacks and coroutines
I'm starting to really love coroutines.
they're like threading without the hassle of creation and without the worries of real concurrency.
one major downside to them is that they decimate the call-stack, so if i put a breakpoint in a coroutine the call-stack always has a depth of one.
this is probably inherent in the approach and there's nothing to be done, but thought i should ask if there's some technique i'm missing.
i'm using stock MonoDevelop as shipped w/ Unity 5.3.3.
@bunny83, any thoughts ?
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