I think there is a bug with BinarySelector and breakpoint.
If I set a breakpoint on a BinarySelector which is not dynamic, it’s always the true connection which is executed (cf screesnhots).
The breakpoint puts node status at Running and the BinarySelector check if status == Resting to check conditions.
Why breapoint puts node status at Running ?
Thanks for the report.
It’s actually a bug in the way I handled breakpoints when Unity Editor is also paused and not a problem with Binary per-se.
Here is the fix:
1) Node.Execute, right after the log:
Oh. I’ve mised the part where you said “when it’s not dynamic”.
So, I took another look at this. Probably the best “global” fix is to use a flag that a breakpoint is reached and reset the flag (as well as the status of the node back to Resting after resuming. Here is the current code changes which I’ve tested and work fine so far: