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Why does monodevelop sets "pink", nonfunctioning breakpoints ?
Hi all
I've been experiencing several annoying issues with Monodevelop since the version 4 is being included with Unity. One of the worst of these is related to setting breakpoints. As illustrated on the upper part of the image below, when you set up a breakpoint it is normally show in the margin as a solid red disc. When you disable the breakpoint, it becomes a red circle with a totally transparent inner part (as in the middle part of the image below).
Now when I set a breakpoint and then attach the debugger to the Unity editor (or if I attach then set a breakpoint), my breakpoints shows as a red circle with an semi-transparent pink inner color (as in the bottom part of the image below). And it does not work (the execution does not hangs on it) !
I've been trying to delete the compiled script and/or C# project files from my project, restarting unity, restarting monodevelop, etc ... nothing seems to work in a reliable way. Sometimes it works again as expected (with solid red breakpoints that work), and then it stops working again for no apparent reason. I wonder whever there is some logic in this ... interesting ... behaviour ?
I just discovered that this problems seemed to happen with some files only : I could set at the same time functionnal breakpoints in one file and "useless" breakpoints in another.
Then I also figured out that some of my non-functional breakpoints turned into functional ones during execution : They started to be displayed as pink breakpoints, and after I stepped some frames, changed to solid red, functioning breakpoints. I wonder what the heck this means !?
I have this issue very occasionally. Pink seems to mean that the debugger cannot listen to hooks in the process, so the breakpoint will not be fired. Why it happens, I don't know. It's happened to me a couple of times, and then a day later everything works again. Pretty sure it's a bug in $$anonymous$$D4.0.1.
Have this exact same problem. Just got it working for the first time by doing the save, compile, revert, compile steps found in this question: http://answers.unity3d.com/questions/578617/breakpoints-stopped-triggering-in-monodevelop-401.html
Still looking for a real fix.
unityAnswers is a site for questions "that are of interest to Unity users". http://answers.unity3d.com/page/faq.html
This question is regarding a situation specific to $$anonymous$$onoDevelop + Unity together as utility and debugger. It's highly relevant to users of Unity, since this appears to be a problem with the default Unity distribution currently.
I totally agree with you Benproductions1 in that if this question already existed elsewhere before this one should have not been created, this spreads the information over several places which is bad, and I guess that The$$anonymous$$aster42 also agrees with you on that. However if the other questions existed before they may not have been not very well referenced by the site's search engine at the time I created this one, since I looked up my problem and found nothing appropriate.
What we have today is a question that has a good amount of constructive comments, links to other questions with complementary information on the topic, and is well referenced by search engines as The$$anonymous$$aster42 said. Although I cannot have a totally objective opinion on the topic since I created it, this looks like the best answer today; this is not related to whever it was created by the rules at the start or not. Our ultimate common goal is not to remove duplicates, it is to make the answers base better. Removing duplicates is usually a good way to achieve this goal if you found older questions on this topic, but in this particular case the situation may be different. That's why we're suggesting to let this poor young question live :-)
Answer by Benproductions1 · Jan 15, 2014 at 09:21 AM
This question is not specific to Unity and doesn't belong on it's website. Please ask the question on the relevant MonoDevelop or more general sites.
This solution works in a haxed sort of way.
In mono-develop open a file other than the one you are trying to set a breakpoint it, and type in some spaces somewhere (so you don't need to undo). Save -> If the convert line endings dialog comes up ->Select convert all files. Jump back to Unity and the little spinner down bottom right goes aroundshowing the files are being compiled. Back in $$anonymous$$onoDevelop hit the Play button to Attach to the unity process and the break points work.
I just had this "pink breakpoint" problem. It turns out the dropdown in the top-left had got changed to be making release version. Once I changed it to back to "debug" version, the breakpoints worked again. I've also seen the advice to check project options and make sure debugging info is on, see http://stackoverflow.com/a/22848787/841830
P.S. Google points here as its top suggestion on this topic; very frustrating that I cannot leave a real answer! It seems to me that 90% of monodevelop users are using it for Unity development.
@Benproductions1 Pointless "answers" like yours help absolutely no one. $$anonymous$$embers of the Unity Development $$anonymous$$m encourage users to send bug reports due to $$anonymous$$onoDevelop issues like these to them for resolution. See http://forum.unity3d.com/threads/unity-4-3-debugging-editor-window-breakpoints-dont-work.211771/ So stop trying to speak for the Unity staff, you clearly have no clue what they are or are not willing to provide support for. And more importantly, stop trying to discourage people from seeking help.
Just curious. So non Unity staff like Benproductions1 can close questions like this? I am having the exact same problem and I agree, despite this is not a Unity related problem, many people working with Unity is also using $$anonymous$$onodevelop. So that makes it a Unity problem indirectly. And the first web that Unity developer, like me and the poster, will browse for answer is Unity's web.
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