Results 10 comments of Artem

Hi, thanks for letting me know. I tried opening a test project in 2021.3.0f1 but no warnings showed up. Judging by the warnings, they only occur on non-Windows platforms, so...

The last warning sometimes shows up on my end too. From what I saw, it doesn't cause any issues, so it's harmless. But I will check out what I can...

@marcelwooga Thank you. I'm working with Rider, and it doesn't seem to support the generated_code directive yet but this tip helped me find a similar solution inside Rider settings. Should've...

@marcelwooga Sure, voted :) There is a **Generated Code** section in Settings -> Editor -> Inspection Settings but Rider seems to ignore custom file masks there. What helped me is...

Instead of checking each class for its namespace, we can filter UnityEngine/UnityEditor assemblies, skipping them altogether. Assemblies whose names start with "System." should also be skipped then. It is unlikely...

Hi, thanks for the feedback. It was fixed here: https://github.com/SolidAlloy/ClassTypeReference-for-Unity

Hi, there is a similar request [here](https://github.com/SolidAlloy/ClassTypeReference-for-Unity/issues/2) You can subscribe to it. Perhaps, it will be resolved quicker there :)

This is related to https://github.com/handzlikchris/FastScriptReload/issues/158 and happens because Burst's AssemblyResolver cannot resolve Microsoft.CodeAnalysis.CSharp. If you import the plugin into Assets and rename Microsoft.CodeAnalysis.Csharp.FSR.dll to Microsoft.CodeAnalysis.CSharp.dll, the plugin will start working....

It happens whenever Burst tries to compile some function or job. Add [BurstCompile] to a method and call it somewhere for the editor to freeze: ``` csharp [BurstCompile] public static...

The latest package was released before the last commit that broke it 8e248cc70c75cd628b6c300f2d6d80c8ba9e8fff, so you are right, it should work.