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Step through debug in Visual Studio not updating Unity hierarchy
I have some code which runs ok, but needs debugging, so I can see why my instantiated mesh clones are all identical when they shouldn't be. (they are all locating themselves correctly, so they are not quite identical!)
I've done "Attach to Unity and run", which allows me to step through, however when I step over the instantiate lines of code nothing is instantiated in the hierarchy. Only after all my breakpoints does the editor update and show all of the clones at once.
I have added UnityEditor.RepaintHierarchyWindow(); after each instantiate, but as ever with Unity this does not behave as expected and apparently does nothing.
How can I get Unity to properly refresh after each debug step?
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