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fixed typo, applied code markdown to code
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Pikalek
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If you look at Debug.log() in the official docs, it takes context as it'sits second parameter, you can pass your Gameobject in that to know which object is calling the debug statement then call your Debug.break()Debug.break() to pause the scene.

Debug.log("myMessage",myGameObject);

Debug.break();

Debug.log("myMessage",myGameObject); Debug.break(); 

If you look at Debug.log() in the official docs, it takes context as it's second parameter, you can pass your Gameobject in that to know which object is calling the debug statement then call your Debug.break() to pause the scene.

Debug.log("myMessage",myGameObject);

Debug.break();

If you look at Debug.log() in the official docs, it takes context as its second parameter, you can pass your Gameobject in that to know which object is calling the debug statement then call your Debug.break() to pause the scene.

Debug.log("myMessage",myGameObject); Debug.break(); 
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Rajas
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If you look at Debug.log() in the official docs, it takes context as it's second parameter, you can pass your Gameobject in that to know which object is calling the debug statement then call your Debug.break() to pause the scene.

Debug.log("myMessage",myGameObject);

Debug.break();