Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.5.0b4
Issue ID
835610
Regression
Yes
[Debug] Debug.* (Debug.Log, Debug.Format, Debug.LogError and etc.) crashes editor if inspected
(Check the attached *.gif file to see the bug)
Steps to reproduce:
1. Open the attached project
2. Navigate to Assets
3. Open the Introduction scene(Assets-> _App-> Introduction-> Scenes-> Introduction.unity)
4. Open the script (CentralizedSceneManager.cs) using Visual Studio 2015 (Assets-> _App-> Shared -> Scripts-> SceneLoader-> CentralizedSceneManager.cs)
4. Set breakpoint on line 26 and attach to Unity
5. Run Unity
6. Once breakpoint is reached, press F11 (Step into)
7. You will be on line 33 (Debug.LogFormat()). This line causes the issue.
8. Press F11 (Step into)
9. You will see that several lines of code were skipped (caused by Debug.LogFormat())
10. Repeat 'Step 8', till you will be on line 33 (again)
11. Unity crashes
Expected result: Debugging without problems
Actual result: Unity crashes without/with displaying error message or Visual Studio debugger skipping lines of code
Reproduced with: 5.5.0b4, 5.5.0b1, 5.5.0a6, 5.5.0a5, 5.5.0a4(at first time)
Not reproduced with: 5.4.1f1, 5.5.0a1, 5.5.0a3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
Add comment