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AutoReload
Automatically reloads plugins by watching BepInEx/plugins/ for file changes. For developers.
| Last updated | a day ago |
| Total downloads | 3307 |
| Total rating | 4 |
| Categories | Tools Client-side |
| Dependency string | Hamunii-AutoReload-1.0.2 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_PEAK
BepInEx pack for PEAK. Preconfigured and ready to use.
Preferred version: 5.4.2403README
AutoReload
A BepInEx 5 plugin that automatically reloads plugins by watching BepInEx/plugins/ for file changes.
[!WARNING]
I have been informed that theFileSystemWatchermay work terribly on Windows. This plugin relies onFileSystemWatcherworking properly. If you are having issues with it, try running under Linux.Also, if BepInEx is not configured to hide plugin manager gameObject, this plugin will not work properly. Set
HideManagerGameObjecttotrueinBepInEx.cfgif this plugin is not working. This setting is enabled by default in BepInExPack for PEAK.
Implementing Support
To make your plugin work with reloading, it must implement the OnDestroy method in the main plugin class to clean up after itself. An example of a good plugin:
[BepInAutoPlugin]
public partial class Plugin : BaseUnityPlugin
{
void Awake()
{
// Apply all hooks
MonoDetourManager.InvokeHookInitializers(typeof(Plugin).Assembly);
Log.LogInfo($"Plugin {Name} is loaded!");
}
void OnDestroy()
{
// Dispose all hooks
DefaultMonoDetourManager.Instance.Dispose();
Log.LogInfo($"Plugin {Name} unloaded!");
}
}
[!TIP]
The above plugin uses Hamunii.BepInEx.AutoPlugin for the[BepInAutoPlugin]attribute, and MonoDetour for hooking.
Limitations
Fixable Limitations
- If mod A and B are both reloaded, and A depends on B, A will reference the first ever loaded version of B.
- AutoReload would need to detect that A depends B, and rewrite A's references to B to reference the latest B assembly before A is reloaded.
- Currently this can be worked around by using ILRepack or ILRepack.Lib.MSBuild.Task.
- Reloaded plugins don't retain any state.
Runtime Limitations
- Old assemblies are never actually unloaded because it's impossible.
Alternatives
- https://github.com/xiaoxiao921/UnityHotReload/
- UnityHotReload preserves the existing runtime state by redirecting all active references to the original type definitions.
- https://github.com/BepInEx/BepInEx.Debug#scriptengine
- AutoReload is a hard fork of this. For comparison, see the Credits below.
Credits
This is a hard fork of BepInEx.Debug ScriptEngine which dramatically changes how the plugin works.
Main changes are:
scripts/directory is gone- assemblies are reloaded from
plugins/ LoadOnStartoption is gone
- assemblies are reloaded from
FileSystemWatcheroption is gone, always enabledAutoReloadDelayoption is goneReloadKeyoption is goneIncludeSubdirectoriesoption is gone, always enabled- Only "file changed" and "file renamed" events are listened to
DumpAssembliesoption is gone, always enabled- This is because you can get debug symbols this way