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What does Script Debugging change for IL2CPP?
We have an android C++ plugin we are working on and we've hit a problem where we get managed heap corruption, but only if we build in unity with Script Debugging enabled. If we build without it seems to run fine. We haven't managed to reproduce the issue using just the C++ code, so debugging it has been a challenge. I'm sure that the bug is in our code, but I really can't find where it could be, and really need some clues now. So my question is, what does turning Script Debugging on change about how the code is compiled/behaves (memory guards, extra checks, extra stops etc?) that could cause this occur? It seems to be a race condition of some sort (it occurs randomly), and the crash is always when the Garbage collector is called, if any of that information is salient.
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