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Is it possible to get access to the assemblies before UNetWeaver gets ahold of them?
I'd like to perform my own weaving on the assemblies of my game, but it's imperative that it happens before the UNetWeaver runs since it will affect how UNetWeaver generates serialization and so it is imperative that I touch the assembly before that occurs.
To clarify, I need to access \Library\ScriptAssemblies\Assembly-CSharp.dll when it is building (the assembly used for in-editor play) and \Temp\StagingArea\Data\Managed\Assembly-CSharp.dll (the assembly used for building the final application).
https://feedback.unity3d.com/suggestions/access-to-final-assemblies-before-they-put-in-build has some good information but I'm not sure when the UNetWeaver is called and how to intercept it. If I create a filewatch for the temp files being created I fear that they may either be touched already or the UNetWeaver will get angry as the file is already open for editing.