#Disable .net assembly reloading

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umbral copper
#

From understanding the limitations of how assembly reloading works in the editor and from how having [Tool] attributed scripts in godot adds limitations and some unexpected behavior when reloading happens I would like to ask if disabeling reloading is possible.

I have been looking into Godot as a primarily unity refugee by doing verious prototyping.
And I personally dislike how assembly reloading is handled in the editor. I think having my level designers (etc) restart the editor when relevant code changes has a lot less of a technical debt then dealing with the limitations that comes with it.

I'm aware I can cause unloadability on purpose to prevent reloading, which will probably happen anyway, but not only would that cause error spam every time you press the start game button it would also take 4 seconds longer to start the game I would guess (given that that is the timeout for assembly unloading)

I wonder, btw, why we are relying on assembly unloading to reflect changes in exported properties (which 9 / 10 of the time would be why level designers (etc) would need to restart the editor / need assembly reload) I feel like we could load assemblies for reflection only if assembly unload fails since as far as I can gather is all we would care about for non tool attributed scripts.

sturdy burrow
#

afaik, it only reloads when you rebuild. Which is necessary for the C# code changes to have any effect.

But if you are not ready, just don't rebuild yet.

umbral copper
sturdy burrow