最近碰到Unity编辑器偶尔抽风,明明代码都正常的,编译却有个空报错,导致策划/美术有时候需要重启Unity,有时候需要关掉unity+删除Library/AssemblyScript目录再开unity才正常(程序可以任意代码加个注释触发Unity编译之后也正常)。于是搞了个编辑器上重新编译脚本的功能。
自Unity 2019.3 引入了公共编辑器 API 来强制重新编译脚本:通过钩挂到程序集编译 start/finished 事件对其进行了测试,该方法确实重新编译了项目中的所有脚本。UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation
对于 Unity 2017.1 到 Unity 2019.2 的 Unity 版本,可以通过反射进行调用。 是 Unity 2019.3 从 method 内部调用的方法(请参阅参考)。遗憾的是,对于早于 2017.1 的 Unity 版本,我不确定是否存在,因为 Unity C# 参考没有该 Unity 版本的源代码。UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface.DirtyAllScripts``DirtyAllScripts``RequestScriptCompilation``DirtyAllScripts
简单的编辑器窗口,用于在单击按钮时强制重新编译脚本(使用 Unity 2019.3.0f6、Unity 2022.3.54f1 和 Unity 2017.1.1f1 测试):
using UnityEditor;
#if UNITY_2019_3_OR_NEWER
using UnityEditor.Compilation;
#elif UNITY_2017_1_OR_NEWER
using System.Reflection;
#endif
using UnityEngine;
namespace PumpEditor
{
public class CompilationWindow : EditorWindow
{
[MenuItem("Window/Pump Editor/Compilation")]
private static void ShowWindow()
{
var window = EditorWindow.GetWindow<CompilationWindow>();
window.titleContent = new GUIContent("Compilation");
window.Show();
}
private void OnGUI()
{
if (GUILayout.Button("Request Script Compilation"))
{
#if UNITY_2019_3_OR_NEWER
CompilationPipeline.RequestScriptCompilation();
#elif UNITY_2017_1_OR_NEWER
var editorAssembly = Assembly.GetAssembly(typeof(Editor));
var editorCompilationInterfaceType = editorAssembly.GetType("UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface");
var dirtyAllScriptsMethod = editorCompilationInterfaceType.GetMethod("DirtyAllScripts", BindingFlags.Static | BindingFlags.Public);
dirtyAllScriptsMethod.Invoke(editorCompilationInterfaceType, null);
#endif
}
}
}
}
参考: Force Unity to recompile scripts - Questions & Answers - Unity Discussions