I've built a small test bundle to figure out how to develop a native plugin for Unity—doing this on a running Mac OSX 10.14.4, Unity 2019.1.0f2 and Visual Studio Essential 8.0.5. The plugin itself is running fine. I see the results, the output, everything, so there does not seem to be a general problem. However, when I'm in the Visual Studio debugger and I step over a function call from the DLL/bundle, the Unity editor crashes completely, making it practically impossible. In fact, it turns out that if I set a breakpoint anywhere after a call to my plugin, Unity crashes, though the program runs fine if I attach it to the Unity process and run it without breakpoints. Is this normal or is there something I need to do to debug scripts that access native plugins?