I’ve noticed if I catch a breakpoint and resume, the physics of my player continue updating. Once I resume, I appear repositioned through the walls in the direction I was moving prior to pausing. This seems like a serious bug if this is the case. Shouldn’t all physics/update logic be paused during debug?
Yes. Can you share a small example project where this bug is seen?
I would just assume it get a huge delta time after resuming, thus moving everything a very far distance at once.
Hmm, shouldn’t pausing the debugger also subtract the paused time from the resumed dt? That would make the logic more consistent and easier to debug.
Well, I don’t think it’s optimal as it currently stand no.
I don’t know how easy it is to fix though, but we’ll add a ticket to investigate it at some point.
Cool thanks! This should make the debugging process much smoother.
@Epitaph64 Could you please say what values of the Frame Cap and Vsync game.project
options do you use?
Mine are the same as the screenshot right now. I also use 60 fps and vsync when I bundle for Android (if I remember to set it when I test)