Hi,
how are you supposed to debug FMSs/BTs with the breakpoint feature? It pauses the graph, but what happens after that? How can I step forward etc.?
If I manually comment out the pausing of the graph and instead make the editor pause using Debug.Break() I can kind of get the behavior I want, letting it stop where I want and then being able to step forward.
Breakpoints have been redesigned to work better in the new version 2.6.0 that will soon be available on the store and also fix some previous issues.
There is now also an optional setting in the “Prefs” to Debug.Break the Unity editor whenever a breakpoint is reached.
When this option is not set, you can unpause or step forward the graph from within the inspector of the FSMOwner or BehaviourTreeOwner respectively. Unfortunately is the current version 2.5.6 there is an issue when a breakpoint is reached within a SubTrees or SubFSM, but this issue is also fixed in the new v2.6.0 pending review by the asset store team now.