Unable to use runtime reloading - "The version is exactly the same as the previous one"
See original GitHub issueI’m trying to use runtime reloading to be able to quickly iterate on my mod without having to restart the game. I’m using UMM 0.17.0 and I put "ManagerVersion" : "0.17.0.0"
in my Info.json to get support for runtime reloading. My main class has the [EnableReloading]
attribute on it, and when I load I see that modEntry.CanReload
is true.
When I get in-game, clicking the Reload button does nothing. The log says Reload is not needed. The version is exactly the same as the previous one.
This happens even if I change the [assembly: AssemblyVersion("1.0.0.0")]
in my AssemblyInfo.cs between builds, and it comes from here:
https://github.com/newman55/unity-mod-manager/blob/master/UnityModManager/ModManager.cs#L605
First, I’m not sure why this check is here – if it’s a debug / testing option, wouldn’t it be OK to just let me reload my assembly without having to modify my assembly version every time? Second, I’m not sure why this is failing – it seems like it should find the version to be different in my case, since I’m manually modifying the assembly version & rebuilding before hitting “Reload”.
I am testing this on Garden Paws. Any ideas on what could be going on?
Issue Analytics
- State:
- Created 4 years ago
- Comments:6 (2 by maintainers)
In different versions of unity, it works differently. I also saw games in which assembly loading is hard cached.
Can’t get reloading to work too and get same “Reloading isn’t needed” message. I produced two dlls with differing versions and made a test snippet:
This obviously works fine, i.e. versions are different.