QOL idea: allow breakpoint toggle off on automatic breakpoints such as Debugger.Break();
I'm going to be honest, I haven't used conditional breakpoints yet. I don't know if I ever will. Instead I expose a debug flag on the object I want to break-point.
if(debug)
debug = debug; (break-point here)
This works great, but then you have a bunch of floating break-points that will always need to be there in the break-point list. Maybe they'll be cleared or a coworker won't have them, it becomes garbage floating code.
A quick fix for that is to use a call to trigger a break-point manually (C# for Unity)if(debug)
System.Diagnostics.Debugger.Break();
But when you have a couple of these in an object and you're trying to hone in on problems, there is no way to quickly disable them. Attempting to break-point the Debugger.Break() line just doubles the effect.
I think it would be cool if these could be temporarily disabled via the same action of clicking left of the code, with a different graphic indicating it's disabled. It'd also be nice if calls like Debugger.Break() displayed a variation of the break-point graphic left of the code while enabled.
Unity + Rider is such a dream <3
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Hello Jack,
Thank you for contacting Rider support.
I am not sure I clearly understand your problem. At least, why are you writing these extra snippets for debugging purposes and not just put breakpoints?
Here are some tips you might find useful:
If that doesn't help, I would appreciate it if you could elaborate on your scenario.
Have a nice day!