Forums › 💬 NodeCanvas › ⚙️ Support › [Bug] BinarySelector and Breakpoint › Reply To: [Bug] BinarySelector and Breakpoint
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:
2) Change the YieldBreak coroutine to this:
Breakpoints puts node to Status.Running to fake mid code execution and since the breakpoint is handled before the node is actually executed.
Thank you.