Editor+

I am making an asset for unity called Editor+ (Work in progress name). It adds extra windows to speed up the workflow of creating games. Does anyone have suggestions on what I should add? (Sorry if this is in the wrong forum. I am new to the unity forums in general)

Post in WIP forum.

(You should probably have something to show before you do.)

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It’s difficult to suggest anything when you haven’t shown us anything.

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Yes, a window that pops up a minigame each time a script is compiled and I have to wait 15 seconds for the Unity editor to become responsive again!

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That is darn annoying, didn’t used to be like that, was one of the main reasons I liked Unity.

Most of the tools I make are custom to my game and specific needs. If you have some ideas I can let you know whether they would be useful to me.

Well it’s because my project is quite script heavy, but yeah would be great if script compilation didn’t run in the foreground thread and freeze up the whole editor. In 2021, and from a game engine company, this editor experience seems a bit archaic to me…

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Maybe it’s just me, but it seems like compiling takes a solid 5-10 seconds when it used to take maybe a couple. Doesn’t sound like a big deal, but it really adds up when you’re making small adjustments to code.

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Yeah, mine is anywhere from 10-15 seconds :frowning:

I remember Joachim mentioning something a few years ago in a Unite talk about generating multiple DLL’s to ‘bundle’ scripts together, so compilation would only recompile that small DLL the script you changed was in, but haven’t seen anything on that front unfortunately :frowning:

Perhaps a great opportunity for an asset author out there?

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What you’ve described is how the assembly definitions work. They’ve been in the engine for a fairly long time.

The thing is, most of the time is not spent compiling the code, but realoading the dlls and the editor state.

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You can use play mode, which almost instantly runs the in editor. As long the code has not been changed.

But even asmd, the duration for small changes is awful and adds quickly to the total idling and waiting time.

I don’t see how they work like what I described, there is still one big assembly for all my scripts in my editor project.

Well, they need to be manually set up. You need to say what script goes in what assembly, and what assemblies are dependent on others. If you don’t do that then everything by default goes into one assembly, which gets entirely recompiled for every change.

The other catch is that unless you’ve got a good understanding of how things work it’s easy to end up with everything dependent on everything else, which means everything ends up getting recompiled anyway.

This doesn’t make it any less of a pain, but do note that it isn’t unique to Unity. It applies to any environment where code is split up into different libraries, so managing this stuff is actually pretty standard.

Also, this:

In recent versions of Unity some stuff has been added to help out with this, doing only partial reloads and such.

Edit: I should clarify, this stuff also needs to be specifically enabled.

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