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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

Results 121 FastScriptReload issues
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``` public class SingletonTest { private static SingletonTest _instance; public static SingletonTest Instance { get { if (_instance == null) { _instance = new SingletonTest(); //Won't be rewritten to __Patched_...

bug

As you can see in the screenshot, they were added inside the static function (before the bracket closed), but should be outside ![image](https://user-images.githubusercontent.com/113506557/233038221-b169d09f-63d7-453c-9a8c-bbda027f0f26.png)

bug

Currently new file will be created for hot-reloaded code and breakpoints can be added there. Alternatively in IDE wide function-breakpoint can be set referencing patched class name ChangedClass*__Patched_* This works...

feature
feature-debugger-support

![image](https://user-images.githubusercontent.com/28924681/231624237-dbd7290e-18b1-4017-a238-2e908e5061e1.png) ![image](https://user-images.githubusercontent.com/28924681/231624333-8095a271-afe0-4e9b-bc27-1c3c7bf74824.png)

The compiled script of FSR has a different number of lines compared to the original script, due to the additional comments at the beginning. Have you considered maintaining consistency? ![image](https://user-images.githubusercontent.com/14980389/231369450-9f10a728-e890-48cd-951a-c7ebe6f2b250.png)

FSR: HOW TO FIX - INSTRUCTIONS: 1) Open file that caused issue by looking at error log starting with: 'FSR: Compilation error: temporary files were not removed so they can...

`this is what happens to me. First time I deleted for loop it works, because FSR reloaded scripts when coroutine entered the first loop. Second time I delete the same...

bug

I'm using Visual Studio Code and Omnisharp complains that it cannot resolve "0Harmony" because it was built against a different framework version (v4.8) than the currently targeted one (v4.7.1): ```...

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