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Broken debugger
Just a question. How are you supposed to debug unity/monodevelop if it crashes on the break points.
here is where it crashes 4 times in a row.
//declarations
private List _itemList;
private int _totalItems;
private string[] _itemNames;
// this is in my startup/initialize section
// Load the item list
_totalItems = Globals.TotalNumberOfItems; // this is set to 4
_itemList = new List( _totalItems ); // an array declared as
_itemNames = Globals.ItemList;
for( i = 0; i < _totalItems ; i++) // breakpoint is here
{
_itemList[i] = (Texture2D)Resources.Load( _itemNames[i], typeof(Texture2D));
}
this is a really bad program. you have to stop unity to run the debugger in mono.
and every time I stop unity I have to reset my general setting in mono to use .net 4.0 since it cannot remember what I set it too.
Unity works with .net 2.0 and not 4.0, so you shouldn't set mono to .net 4.0. That's probably why it resets.
Are you using the mono which was bundled with unity or did you happen to install the latest mono from mono's website?
Answer by whydoidoit · Mar 20, 2013 at 04:33 PM
Looks like you aren't really debugging the right way. Don't build in MonoDevelop, let Unity do the build and attach to the Unity process.
really handy link. I learned something new today. Thanks
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