As per the title. I’ve got a .unitypackage (internally used) with a bunch of .NET4.6 code in it, as well as a copy of the PlayerSettings of the project it was exported from. This kinda works, throws errors on import but runs fine when the user restarts the editor.
I wanted to automate this, so I figured that I could make a .NET3.5 DLL which would build fine even if the runtime was still 3.5, and do that restart. However, neither of the attributes mentioned in the title appear to be running. I was under the impression that these would work, similarly to AssetPostprocessors still working (see Unity - Scripting API: AssetPostprocessor ).
I’ve tried a few tricks, but the only way this works is if the user manually restarts the editor. If anyone has any guidance on this, it’d be greatly appreciated.