So, unlike a breakpoint, a pausepoint does not suspend the Unity editor. This lets you set a pause condition in the code (for example, hit a button, reach a certain health value, or just go down a certain code path) and then use the Unity editor's Inspector window to inspect the current state of the game. Using Unity pausepointsĪ pausepoint is a new type of debugger breakpoint that does not suspend the execution of your code but instead pauses the Unity Editor at the end of the current frame. ECS Entity objects will also show component data. For example, when looking at a Scene in the debugger, you will now see a list of root game objects, and each GameObject will show child game objects and attached components. Note that when debugging a Unity application, the debugger shows some extra data for Unity objects.
Run the application using the Play button in Rider or in the Unity player.
Select the Unity process in the list and click OK. In the opened window, click Add player address manually and specify Host IP address and Port for connecting to the Unity player.
In the main menu, select Run | Attach to Unity Process. If you use an Apple USB device, make sure iTunes or the Apple Mobile Device service are installed. Make sure the remote device is visible to the current network, and firewall rules allow incoming UDP messages for the current process. Make sure the Development Build and Script Debugging options are selected in Unity's Build Settings. Make sure the project you want to debug is opened in a Unity player on the remote device. To debug a Unity application on a remote device Start a debugging session by doing one of the following: Select the Attach to Unity Editor & Play run configuration. Set breakpoints by clicking the gutter next to a required line of code. In JetBrains Rider, open the corresponding Unity project solution. Make sure the project you want to debug is opened in the Unity editor. To debug a Unity application on a local computer JetBrains Rider allows you to debug Unity game scripts using all the power of the debugger, including conditional and dependent breakpoints, watches, expression evaluation, and so on.