Unity Debugging hangs

Hello, I am working with Unity Free since 3 months.

Using:

  • Win7 x64, with hotfix “Windows6.1-KB976038-x64.msu” installed
  • Unity 3.3.0f4
  • MonoDevelop 2.4.2
  • C# scripts only

If I want to debug, like it is described here
it works fine, when I set breakpoints in several update methods of my running game objects.

But for some reason I can not debug my startup sequence, which is really annoying.
If I set a breakpoint to an Awake() or Start() method of a gameobject, that is initally in the scene and press Play in the Unity Editor, the breakpoint will never hit, and the Unity Editor hangs.

In this case

  • the unity editor window does not respond to any user input
  • it is not written “Not Responding” in the top of the editor
  • the Play button is pressed
  • Scene window did not switch to Game window as usual
  • Taskmanager says 0% CPU load
  • MonoDevelop responds normally

Now, if I click on Stop Debugging in MonoDevelop, nothing happens but the stop button gets gray. No way to get the game running except killing the “Unity.exe *32” task with the Taskmanager, remove my Awake()-breakpoint and press Debug/Play again.

Any idea what I can do to debug my startup sequence?
Any further information needed?

Thanks a lot.

hmm, nobody has an idea.

What i’ve cleared by the way, this does not only occur at the game startup. It seems to be always when Application.isLoadingLevel is true, that means during each scene load.

Is this by design?
Is there any way to debug scene loadings?

What i’ve cleared by the way, this does not only occur at the game startup. It seems to be always when Application.isLoadingLevel is true, that means during each scene load.

Is this by design?
Is there any way to debug scene loadings?

Its all the unity bugs in games like GTA V <17GB> there’s a lot of mesh but still it doesn’t
hangs as it does not compile the scripts and models in one where as unity did in GTA games
u can see the files are like ANIMATIONS MODELS TEXTURES …etc But in Unity it is compiled …

maybe it will be fixed in the new up coming version of unity.