[Suggestion] FSR should take full control of Unity's automatic refresh #92
Labels
feature
New feature or request
needs-refinement
Just raw notes, need more info for anyone else to start looking into
I have auto refresh fully disabled in Unity's settings. However, sometimes Unity will spontaneously reload the domain for no apparent reason. Often it happens the moment I exit play mode after making script changes, but occasionally it happens in other circumstances too. For example, I just exited play mode and everything was fine, then I went to move an object in the scene, and the instant I started moving it a domain reload triggered. I believe I've seen other people on the discord and the Unity forums having similar issues with this Unity feature not working properly. E.g. here, here, and here.
There's suggestion that maybe it relates to some deprecated Unity option, or that Visual Studio Tools for Unity is responsible. It may be fixable by fiddling about, but it's a bad user experience.
We have
IsForceLockAssembliesViaCode
, but this only applies in play mode. It's also disabled by default, and an obscure setting that most people probably don't see.If we can find a way for FSR to block auto-compile whenever FSR is active (play mode or edit mode) but to still allow manual CTRL+R refreshes through, that would improve the UX significantly by sidestepping Unity's longstanding bugs which they've demonstrated no interest in fixing. It would also mean that we'd no longer have to tell people to go into preferences and change the refresh settings, as it would be compatible with whatever settings they had.
It would also be nice to decouple auto-refresh settings (which includes all asset types) from auto-compile, which is the only thing one actually wants to disable when using FSR.
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