- Home /
Perform action before script compilation
Hi guys, we are trying to create an editor script that will copy over some required DLLs from a shared folder automatically if they are missing (or update them if they are out of date).
We tried using [InitializeOnLoad], but the code only gets run if the rest of the codebase compiles, which of course it doesn't because the DLLs are required for compilation.
I've tried subscribing to the EditorApplication.update callback but that doesn't seem to work either.
Seems like a bit of a chicken & egg problem. Is there any way to achieve this?
Thanks!
Your answer
Follow this Question
Related Questions
Unity inspector scripting - scriptable objects - card game 0 Answers
How to properly handle Undo events in custom inspector? 0 Answers
How can i create a pup-up menu like the one for choose the shader on materials in unity 2019? 1 Answer
particle system curves bug? 3 Answers
Custom editor script for folders? 1 Answer