I'm having an issue with display levels in v10811 that doesn't exist for the same code in v1076.
So, I put in some breaks so that I could see where the issue was popping up.
Because there are a lot of physics used during game play, I check GetResumed() at the start of my main loop. If it is triggered, and the app is in game play mode, it puts the game in paused mode.
Apparently, any user action that takes the focus away from the app will trigger GetResumed when the app gets the focus back.
This is not the behavior in v1076.
So, when the debugger kicks in, and then you restart, GetResumed triggers.
Since the event I'm trying to catch is when the background depth gets changed, and the code that pauses the game raises it, this sort of makes it impossible to debug. And it would interfere with any other sort of debugging as well.
Now, if the app actually paused (like it sort of does in iOS and Android) when focus was lost, this might be sort of understandable.
But the app keeps on running (and the player keeps on moving and bumping into things). So the game pause doesn't work.
But the main issue in this post is that, if you catch GetResumed, during debug, your process flow gets messed up (unless you are trying to debug the app behavior when GetResumed returns 1).
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master