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Live edting (live recompile) and using Asmdef to compile only the managed assembly?

Discussion in 'Editor & General Support' started by CloudyVR, May 6, 2020.

  1. CloudyVR

    CloudyVR

    Joined:
    Mar 26, 2017
    Posts:
    709
    Hi, for over a year now I have lost the ability in my project to use live complie after adding some 3rd part libraries. However I find that more than 50% of my development time is lost due to losing state in my game an needing to restart and work all the way back to where I was just before I modified a script.

    I know many users say that live edit in large projects is pure fallacy, but I am wondering if they ever considered Asmdef to organize and exclude badly written 3rd party assets so that I may develop my own code without interruption?

    Is it possible to use Asmdef to prevent my project from completely self destructing during a simple script change? I want to speed up my development time because the amount of time lost greatly exceeds any amount of effort required to "fix" the issue so I can use live compile normally.
     
  2. RebelBinary

    RebelBinary

    Joined:
    Aug 12, 2015
    Posts:
    11
    It's tricky but the most common issue is static singleton instances not being initialized on the OnEnable call after a live recompile. In some cases you have to serialize the data in theses libraries

    I wrote a guide here