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Question by andy_t · Sep 23, 2013 at 05:28 PM · editor

UnityEditor callback OnRefresh()?

What is UnityEditor callback (if any) which is called when I press Ctrl+R in Editor to recompile changed sources?

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avatar image OperationDogBird · Sep 23, 2013 at 06:55 PM 0
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There are a handful of static variables which can we used as event callbacks within the EditorApplication class. I am not sure what cntl+r actually does, so you will want to try the ones that sound closest to the event you need to hook.

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Answer by sarahnorthway · Jul 19, 2019 at 12:03 AM

As of Unity 2019 there are several options:

1) OnPostprocessAllAssets on an AssetPostprocessor fires when Ctrl+R finds an asset change, including added/deleted sprites, or code changes which trigger a compile.

 using UnityEditor;
 using UnityEngine;
 
 public class GeneralPostprocessor : AssetPostprocessor {
     static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
         Debug.Log("OnPostprocessAllAssets fired");
     }
 }
 

2) DidReloadScripts fires after Ctrl+R triggers a compile, and also when the Play button is hit. It doesn't need to be placed in an AssetPostprocessor subclass.

 [UnityEditor.Callbacks.DidReloadScripts]
 private static void OnScriptsReloaded() {
     Debug.Log("OnScriptsReloaded");
 }

3) InitializeOnLoad causes a static constructor to be called after assemblies are reloaded, which is the same behavior as DidReloadScripts (on compile and on play).

 [InitializeOnLoad]
 public class SomeClass {
     static SomeClass() {
         Debug.Log("SomeClass static constructor");
     }
 }

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