Platform: Windows 11, VS Code + midouest/vscode-playdate-debug extension, Noble engine
Any functions called in my defined playdate.update() function will not have their breakpoints recognized by the debugger. This is especially problematic for me since I use the Noble engine, and everything in there is established in the update() loop.
Steps:
- Place breakpoint in anything called in the update() function (in my case, a function in a CharacterSelect.lua file is called and a breakpoint is placed in there.)
- Run debugger.
What should happen: debugger stops on CharacterSelect breakpoints.
What does happen: it does not stop on those. Any breakpoints before the update() loop are stopped successfully, so the debugger is functioning.