FastScriptReload
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Hot Reload implementation for Unity. Iterate on code insanely fast without breaking play session. Supports any editor. 1. Play 2. Make change 3. See results
```c# Preserve] public unsafe class CharacterSkillCreationSystem__Patched_: SystemMainThreadFilter { public struct Filter { ... } public override void Update(Frame frame, ref Filter filter) { ``` We can see that this Photon...
Interface and class in the same file. Method returns inner class. ```csharp public interface ITest { Test.Builder Create(Entity entity, string prefixId); } public class Test : ITest { Builder ITest.Create(Entity...
Which makes the package throw error: > Failed to find entry-points: System.Exception: Could not resolve assembly 'Microsoft.CodeAnalysis.CSharp Encountered on a fresh new project in Unity 6 (6000.0.38f1) Installing via .unitypackage...
Tried updating BouncerService.cs: ```csharp public interface IBouncerService { event Action Bounced; // .. } public class BouncerService : IBouncerService { public struct Case { /* .. */ } public event...
Here's what I've done: 1. Created a brand new project using Unity 6000.0.33f1 2. Imported the latest version of the asset (1.8) 3. Created a test script that spins a...
Looks like adding new fields at runtime is broken. I think newer Unity version changed how they render Editor UI. In past they were using either `UnityEditor.Editor:DrawDefaultInspector`, `UnityEditor.GenericInspector:OnOptimizedInspectorGUI` Currently those...
orgin code is: ` private static ClassA staicField; public static ClassA GetStaicField() { return staicField; }` will be written to ` private static ClassA staicField; public static ClassA_Patched_0 GetStaicField() {...
partial class classA { #region testRegion int a =1; #endRegion } partial class classA { #region region2 int b=1; #endregion } after merge, will cause #region count and #endregion count...
Except cause an exception because for some reason in one of the projects I get this: ``` System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the...
Current Workaround ======== Thanks to new c# syntax rewrites nicely as type can be omited. ```c# public class Ghost{ public Ghost MyBuilderFunc() { return new /*Remove Class name*/(/*params*/); } }...