public bool OnBuildRequested(VRCSDKRequestedBuildType requestedBuildType) { if (requestedBuildType == VRCSDKRequestedBuildType.Avatar) { return(true); } if (UdonSharpSettings.GetSettings().disableUploadCompile) { return(true); } UdonSharpCompilerV1.CompileSync(new UdonSharpCompileOptions() { IsEditorBuild = false }); UdonSharpEditorCache.SaveAllCache(); if (UdonSharpProgramAsset.AnyUdonSharpScriptHasError()) { UdonSharpUtils.LogError("Failed to compile UdonSharp scripts for build, check error log for details."); UdonSharpUtils.ShowEditorNotification("Failed to compile UdonSharp scripts for build, check error log for details."); return(false); } if (UdonSharpEditorManager.RunAllUpgrades()) { UdonSharpUtils.LogWarning(UdonSharpEditorManager.UPGRADE_MESSAGE); return(false); } return(true); }
static void OnChangePlayMode(PlayModeStateChange state) { // Prevent people from entering play mode when there are compile errors, like normal Unity C# // READ ME // -------- // If you think you know better and are about to edit this out, be aware that you gain nothing by doing so. // If a script hits a compile error, it will not update until the compile errors are resolved. // You will just be left wondering "why aren't my scripts changing when I edit them?" since the old copy of the script will be used until the compile errors are resolved. // -------- if (state == PlayModeStateChange.EnteredPlayMode || state == PlayModeStateChange.ExitingEditMode) { if (UdonSharpProgramAsset.AnyUdonSharpScriptHasError()) { EditorApplication.isPlaying = false; UdonSharpUtils.ShowEditorNotification("All U# compile errors have to be fixed before you can enter playmode!"); } else if (state == PlayModeStateChange.EnteredPlayMode) { CreateProxyBehaviours(GetAllUdonBehaviours()); } } if (state == PlayModeStateChange.EnteredEditMode) { UdonSharpEditorCache.ResetInstance(); if (UdonSharpEditorCache.Instance.LastBuildType == UdonSharpEditorCache.DebugInfoType.Client) { UdonSharpProgramAsset.CompileAllCsPrograms(true); } RunAllUpdates(); } else if (state == PlayModeStateChange.ExitingEditMode) { if (UdonSharpEditorCache.Instance.LastBuildType == UdonSharpEditorCache.DebugInfoType.Client) { UdonSharpProgramAsset.CompileAllCsPrograms(true); } } UdonSharpEditorCache.SaveOnPlayExit(state); }