Unity breakpoint passed

So Ive watched a few you tubes on settings and adding a breakpoint.

Ive added a breakpoint to a script in a  scene that is loaded when a button is pressed in another scene .

The break point is ignored.

1 comment


I could not reproduce this behavior so far - I'm trying to load a scene using SceneManager.LoadScene(), the breakpoint is set in a script that is called from Start() in an object in the loaded scene. Is you scenario different? Could you share a sample project we could use to investigate this or at least a screencast to show how it looks on your side?

Thank you in advance.  


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