Instant Code Changes in Unity with HotReload

  Рет қаралды 4,782

Jason Weimann

Jason Weimann

21 күн бұрын

Get HotReload - hotreload.net/
Game Architecture - game.courses/ga/

Пікірлер: 34
@YulRun
@YulRun 19 күн бұрын
I just can't stand that Unity has this kind of load times now when you swap between Editor and IDE after changes. It never used to. It completely breaks the flow of development.
@GameDragon2k
@GameDragon2k 15 күн бұрын
Yeah, what happened exactly? I remember a time when Unity was pretty fast across the board. But it feels like every year Unity gets slower and slower.
@goloth
@goloth 11 күн бұрын
The built in pipeline is still instant. It's the SRP like URP and HDRP that seem to have this problem.
@neomangeo7822
@neomangeo7822 18 күн бұрын
Thanks Jason. I just got into a bit of game dev as a hobby and didn't know there was a hot reload asset! Very useful! Thought I would have to put up with it rebuilding every damn time I switch :P
@marcmustermann1676
@marcmustermann1676 18 күн бұрын
Bought it a while ago. Great quality of life tool, very recommended!
@f11bot
@f11bot 19 күн бұрын
Can confirm this is the best tool I bought for Unity, it's magical!! Let's me do stuff that wouldn't be viable to even try normally.
@MoonGameDev
@MoonGameDev 19 күн бұрын
I got it during the Flash Deals, best investment ever
@ribicb
@ribicb 19 күн бұрын
Rider supports edit and recompile while debugging, look for 'edit and continue' or similar
@Unity3dCollege
@Unity3dCollege 19 күн бұрын
Rider does, but Unity doesn't (or at least not nearly as well) HotReload basically makes Unity projects work like most other things w/ edit and continue/live edit modes. I'd love for it to be a core feature in Unity one day myself (working the same way or close)
@Dimi_Kape
@Dimi_Kape 18 күн бұрын
thats good and all but for me, i dont like hot reload in any environment. When stuff dont work i wanna be sure that its a problem with the code and not because something didnt recompile properly. With hot reload i always have this doubt in my mind so in the end it ends up taking up more of my time to double check if that is the problem or not
@supercyclone8342
@supercyclone8342 19 күн бұрын
I think there is a free asset called Fast Script Reload that does the same thing. I just started using it, but it seems pretty good. Slightly unstable sometimes though
@alirezafarzaneh2539
@alirezafarzaneh2539 18 күн бұрын
Does it work with DI frameworks like zenject?
@Hazzel31337
@Hazzel31337 19 күн бұрын
for me recompile isnt as bad as for your project, but yeah i can definitly see the value for me, i definitly alt tab out of the editor when it recompiles and look at something else
@Unity3dCollege
@Unity3dCollege 19 күн бұрын
That project is pretty empty too, just in a newer beta build of the editor and going obscenely slow.
@rob3rtsayshi
@rob3rtsayshi 19 күн бұрын
Does this reduce compile time in general, not just while in play mode?
@mypaxa003
@mypaxa003 18 күн бұрын
No
@isleeg
@isleeg 19 күн бұрын
Cool but keeping the editor on playmode will cost a lot more CPU/GPU of your system if you are doing this on a larger game. Wouldn't recommend this on a laptop if you don't like the noise or your fans :).
@Unity3dCollege
@Unity3dCollege 19 күн бұрын
I always use parsec and remote into a desktop now when doing laptop work. Makes the battery last 10x longer and avoids all that heat (does require 2 systems tho)
@ragerungames
@ragerungames 19 күн бұрын
Yeah, Hot Reload is definitely a time-saver in the long run. However, I have a few concerns. Are there any limitations or caveats while using this tool? If anyone has experienced any strange issues, please feel free to share with me. Nevertheless, I'm really looking forward to using this plugin soon.
@Unity3dCollege
@Unity3dCollege 19 күн бұрын
Other than the limitations around modifying classes I haven't run into anything. And even with that, it's obvious what happens and tells you exactly why with a button to force reload when you're ready. I wonder if anyone else has something though?
@agustintorres6246
@agustintorres6246 19 күн бұрын
I tried the free version and one of the limitations I experienced is that you have to recompile when using anonymous functions also if u are using network libreries Like fishnet
@DennisDenchoDenchyaknow
@DennisDenchoDenchyaknow 19 күн бұрын
I dont get it. Why not just make vars serialized during development? I guess it speeds things up if you hard code everything but is that all? Would be crazy if I could add new scripts or vars or even functions then change up delegates on the fly.
@Unity3dCollege
@Unity3dCollege 19 күн бұрын
I do both, for data that's usually the workflow. But for things that aren't moved to data yet, or flow changes, it's a huge benefit, and that's at least half if the stuff I wait for a compile for.
@D3bugMod3
@D3bugMod3 19 күн бұрын
Hi, I dont use Unity. Still find your work valuable. Take care and have a good one
@Legionope
@Legionope 19 күн бұрын
What do you use? I could possibly switch engines if it would be object oriented programming and c#.
@D3bugMod3
@D3bugMod3 19 күн бұрын
@Legionope I use UE. So OOP, yep. C#, not so much. There are some community efforts to use c# in UE. But as I haven't used them, I only know they exist.
@Legionope
@Legionope 19 күн бұрын
I'm genuinely not interested in the newer versions of Unity due to that 'Busy, hold on' popup. Still sticking with 2019.4.38f1 and no complaints except for a few missing features such as Serializable Types. Besides, I read some article saying that it isn't recommended to continuously updating your project to a newer version of Unity because it would break stuff.
@dean935
@dean935 14 күн бұрын
it's a shame that this has to exist
@iangraham6730
@iangraham6730 19 күн бұрын
First . . I couldn't resist!
@angelfernandez777
@angelfernandez777 19 күн бұрын
Second 🥈
@iangraham6730
@iangraham6730 19 күн бұрын
@@angelfernandez777 How cool are 'we' 😄
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