{"id":19482544,"url":"https://github.com/zeroultra/unitymanuallyreload","last_synced_at":"2025-04-06T07:14:23.804Z","repository":{"id":144595633,"uuid":"562154483","full_name":"ZeroUltra/UnityManuallyReload","owner":"ZeroUltra","description":"unity manually reload domain 减少等待时间","archived":false,"fork":false,"pushed_at":"2025-03-27T13:52:51.000Z","size":52,"stargazers_count":109,"open_issues_count":0,"forks_count":15,"subscribers_count":2,"default_branch":"main","last_synced_at":"2025-03-30T06:07:48.676Z","etag":null,"topics":["compile","reload","unity"],"latest_commit_sha":null,"homepage":"","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/ZeroUltra.png","metadata":{"files":{"readme":".github/README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2022-11-05T13:30:37.000Z","updated_at":"2025-03-27T13:52:54.000Z","dependencies_parsed_at":null,"dependency_job_id":"e8912b26-410c-4a04-a1a5-e7df06a9757e","html_url":"https://github.com/ZeroUltra/UnityManuallyReload","commit_stats":null,"previous_names":["zeroultra/unitymanuallyreload"],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ZeroUltra%2FUnityManuallyReload","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ZeroUltra%2FUnityManuallyReload/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ZeroUltra%2FUnityManuallyReload/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/ZeroUltra%2FUnityManuallyReload/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/ZeroUltra","download_url":"https://codeload.github.com/ZeroUltra/UnityManuallyReload/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":247445681,"owners_count":20939961,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["compile","reload","unity"],"created_at":"2024-11-10T20:11:07.566Z","updated_at":"2025-04-06T07:14:23.772Z","avatar_url":"https://github.com/ZeroUltra.png","language":"C#","funding_links":[],"categories":[],"sub_categories":[],"readme":"## Unity 手动编译 Reload 脚本\n\n这是一个自定义reload domain工具,`作用是减少Reload Domain次数,从而降低等待`.测试版本是Unity2021,理论上来说2020以上都可.\n\nUnity2021(2020还好)不知是哪个版本,明显感觉编译reload时间冗长🥱😪😯\n\n## 在Unity中遇到的问题\n\n在unity工作流中,`修改脚本-\u003e编译脚本-\u003ereload domain(重载域)-\u003e进入play`\n\n通过区分assembly能加快编译,但是reload domain 却很慢,每次编译之后都要reload domain,且进入play模式也会reload domain\n\n示例:\n\n![0](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202211052102596.gif)\n\n写程序经常会`Ctrl+s`,一旦保存,就会重新编译,继而触发reload. 有时候会返回Unity编辑器,只是查看场景,并不想reload,会让我们漫长等待.\n\nUnity有个Enter Play Mode Setting  [可配置的进入运行模式 - Unity 手册](https://docs.unity.cn/cn/2021.3/Manual/ConfigurableEnterPlayMode.html)\n\n ![](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202211052103211.png)\n\n禁用`Reload Domain` 可以快速进入播放模式.但是每次修改完脚本还是会重新reload. 还有就是对于`静态数据如果没有重新reload 还是会保持之前的数据`(**建议不要禁用,真的很坑**) 具体查看:[Unity - Manual: Domain Reloading (unity3d.com)](https://docs.unity3d.com/2022.3/Documentation/Manual/DomainReloading.html)\n\n当然有些通过禁用`Auto refresh`,使用`ctrl+r`,来手动刷新也可以,但如果导入的是图片等其他资源,也要刷新,就比较麻烦\n\n## 如何解决频繁Reload\n\n需要做的就是,添加新脚本或者修改脚本后,经过确认无误之后,我们才reload,而且在进入 play模式,如果已经reload,不会二次reload\n\nunity 提供了两个API `EditorApplication.LockReloadAssemblies();`和` EditorApplication.UnlockReloadAssemblies();`一个加锁,一个解锁.\n\n配合` Enter Play Mode Setting` 就可以大大减少时间.\n\n效果图:\n\n![111](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202211052126333.gif)\n\n\n\n## 安装方法\n\n两种安装方法\n\n1. 直接下载脚本代码,然后放到Editor文件夹中\n2. 使用Unity PackageManager,add git地址\n\n## 使用方法\n\n1. Unity中`Edit-\u003eProjectSetting-\u003eManually Reload Domain` ,勾选上`Enable Manually Reload`\n2. 当修改完脚本之后,按下`F5`进行reload domain (会自动检测是否需要reload domain)\n3. 如遇一只🔒的情况按下`ctrl+t`强制reload domain\n\n![image-20250327215023103](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202503272150773.png) \n\n\n\n参数说明:\n\n* `Enable Fully Manually Reload` 完全手动Reload(指不会在运行前检测是否需要reload),如果为true,需完全手动触发,完全由自己决定什么时候reload\n* `Editor Scripts Manually Reload?` 是否Editor代码也需手动Reload?(当且仅当编辑的代码属于`Editor`才有效, 即如果为`true`,那么editor代码编译完后也不会readlo domain 需要手动调用, 如果为`false`,editor代码编译完后会自动调用reload,在写editor GUI的时候可设置为false,方便快速查看)\n\n## 注意点\n\n* 开启之后,新建脚本,修改脚本或者导入插件的时候,只会编译而不会reload。通过`F5`或者菜单`Tools/Reload Domain/Unlock Reload`,手动reload,(相关快捷键自行修改脚本代码)\n\n* 记住，`Unity必须reload之后，才能调用相关域`。例如新建mono脚本如果不reload是挂不到gameobject上的。\n\n* 当设置`Enable Fully Manually Reload=false`(完全手动模式)时,进入Play模式如果已经reload，则直接进入,如果没有reload则会强制reload（主要是为了重置static数据）; 如果为`Enable Fully Manually Reload=true`,不会执行任何相关reload,进入play模式也不会重置static数据,具体查看 [Unity - Manual: Domain Reloading (unity3d.com)](https://docs.unity3d.com/2022.3/Documentation/Manual/DomainReloading.html)\n\n* 如遇到锁住问题（unity右下角一直出现🔒的情况,可能在导入新插件的时候发生） 按下Ctrl+T强制重载。\n\n需要注意的一点:\n\n​\t当勾选`Enable Manually Reload`的时候会自动设置`Enter play mode setting`,如果由于其他操作重新设置了 enter play mode setting,请手动设置成下图正确选项,或者重新勾选`Enable Manually Reload`进行自动设置.\n\n​\t![image-20240228000722436](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202402280007905.png)\n\n## 更新日志\n\n#### v1.0.8\n\n* 小修改,如果未启用 `Enable Manually Reload`,将不显示编译和reload耗时信息\n* 修改了setting ui界面\n\n#### v1.0.7\n\n* 添加完全手动模式。开启此模式后，需要完全手动reload。\n\n ![](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202401152354322.png)\n\n#### v1.0.6\n\n* 添加说明\n* 如遇到锁住问题 按下Ctrl+Alt+T强制重载\n\n ![image-20231227195442245](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202312271954071.png)\n\n#### v1.0.5\n\n* 修复当取消`EnableManuallyReload`勾选时,不会正确reload的bug\n\n#### v1.0.4\n\n* 将设置移到ProjectSetting中\n\n* 新增功能`编辑器代码是否手动Reload`\n\n  ![image-20231102201502323](https://raw.githubusercontent.com/ZeroUltra/MediaLibrary/main/Imgs/202311022015470.png)\n\n#### v1.0.3\n\n* 修复设置未保存的问题 (原来使用了Unity`ScriptableSingleton\u003cT\u003e`,使用过程中发现保存了数据但是加载的时候不会反序列化)\n\n#### v1.0.2\n\n* 添加了Unity Package\n* 避免了可能不小心手动多次reload情况\n* 修改了数据保存代码逻辑\n* 修复新建脚本或者assembly的时候没有刷新的问题\n\n* \n\n#### v1.0.1\n\n* 每次进入play模式之前,会检查是否需要reload,已经reload就不用了,没有的话自动reload,这样能保证每次数据的正确性\n\n\n\n`有什么问题,欢迎提Issues`\n\n\n\n### 推荐 \n\n[handzlikchris/FastScriptReload](https://github.com/handzlikchris/FastScriptReload)\n\n[Misaka-Mikoto-Tech/UnityScriptHotReload:](https://github.com/Misaka-Mikoto-Tech/UnityScriptHotReload)\n\n[【Unity】引擎编译时间优化 - 知乎 (zhihu.com)](https://zhuanlan.zhihu.com/p/601065788)\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fzeroultra%2Funitymanuallyreload","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fzeroultra%2Funitymanuallyreload","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fzeroultra%2Funitymanuallyreload/lists"}