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Unity3b5 + MonoDevelop; Breakpoints Fail to Set?
I'm attempting to debug a fairly large and expansive project with MonoDevelop, but I'm having problems getting the breakpoints I'm adding to actually take effect. I'm following the instructions in the "Debugger" section of the manual to the letter, and am using the special Unity3D version of MonoDevelop, and yet I receive the following errors in the "Application Output" window on debug execution:
Could not insert pending breakpoint at 'NPCState.cs:143'. Perhaps the source line does not contain any statements, or the source does not correspond to the current binary.
Could not insert pending breakpoint at 'NPCState.cs:84'. Perhaps the source line does not contain any statements, or the source does not correspond to the current binary.
Resolved pending breakpoint at 'NPCState.cs:143' to ILogicControlState`1 NPCState`2:FixedUpdate ():1141.
Resolved pending breakpoint at 'NPCState.cs:84' to ILogicControlState`1 NPCState`2:FixedUpdate ():515.
Despite its insistence that it has managed to resolve the breakpoints, they will not be hit during execution. Resyncing the project with MonoDevelop either pre- or post- debug does not seem to affect the situation.
Has anyone else encountered this problem?
Are you adding breakpoints to nonsensical locations? You can't add them on function headers or on a "}", for example. They need to be real, executable statements.
I add them to collades all the time without problems actually , but maybe by chance I haven't yet in monodevelop. Sure works in the standard VS .NET envi on a { or }
Answer by Tak · Sep 14, 2010 at 08:09 AM
Those messages just mean that the breakpoints aren't found until your script assemblies are loaded by the editor, and then they're resolved once the assemblies are loaded. If the breakpoints aren't being reached, either the control flow isn't going there, or, as SpikeX mentioned, they don't indicate actual instructions that are getting executed.