/// <summary> /// If you're considering commenting any section of this out, try enabling the force compile in the U# settings first. /// This is here to prevent you from corrupting your project files. /// If scripts are left uncompiled from Unity's side when uploading, there is a chance to corrupt your assemblies which can cause all of your UdonBehaviours to lose their variables if handled wrong. /// </summary> /// <param name="requestedBuildType"></param> /// <returns></returns> public bool OnBuildRequested(VRCSDKRequestedBuildType requestedBuildType) { UdonSharpSettings settings = UdonSharpSettings.GetSettings(); bool shouldForceCompile = settings != null && settings.shouldForceCompile; // Unity doesn't like this and will throw errors if it ends up compiling scripts. But it seems to work. // This is marked experimental for now since I don't know if it will break horribly in some case. if (shouldForceCompile) { AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); } else { AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate); if (EditorApplication.isCompiling) { Debug.LogError("[<color=#FF00FF>UdonSharp</color>] Scripts are in the process of compiling, please retry build after scripts have compiled."); UdonSharpUtils.ShowEditorNotification("Scripts are in the process of compiling, please retry build after scripts have compiled."); return(false); } } return(true); }
public bool OnBuildRequested(VRCSDKRequestedBuildType requestedBuildType) { if (requestedBuildType == VRCSDKRequestedBuildType.Avatar) { return(true); } if (UdonSharpSettings.GetSettings()?.disableUploadCompile ?? false) { return(true); } UdonSharpProgramAsset.CompileAllCsPrograms(true, false); UdonSharpEditorCache.SaveAllCache(); if (UdonSharpProgramAsset.AnyUdonSharpScriptHasError()) { Debug.LogError("[<color=#FF00FF>UdonSharp</color>] 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); } return(true); }