What do you think of this asset? I think it's awesome and make sure to check it out! :) 🔥Unity Sales: bit.ly/UnitySalesHub 🔥Synty Sale NOW ON: bit.ly/SyntyLowPolyAssets 🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
Does this also work for editor compile time. I deal with a lot of editor scripts and it would be so helpful it you could hot reload custom editors Edit: I just installed the package, sadly the second it got imported unity threw a bunch of errors. mainly Illegal byte sequence errors. I assume this is due to the editor not using double byte characters. If I ignore the error and enter playmode unity just crashes. This issue makes the this compiler unusable
Absolutely brilliant, Installed right away and made a huge difference, just have to remember to recompile before running, seems to update while playing but not when its not playing but thats not an issue
oh damn, this is such a game changer, i don't needa wait even more than 5 seconds, and it fixed an error i was getting after unity finished compiling in which input system won't respond anymore till you restart playmode
That's an incredibly valuable asset for all developers! 🔧 Before discovering it, I used to endure agonizingly long script reload times when switching to Unity 2021 LTS. But then I stumbled upon a game-changing Unity Tip that revolutionized my workflow. 🚀 👉 Here's the trick I found: ✨ In Project Settings > Editor > Enter Play Mode Settings, enable "Enter Play Mode Options" and disable the other two options below. This simple adjustment made entering Play Mode lightning-fast, taking just 2-3 seconds every time, regardless of project complexity. However, it comes with a caveat (which I learned the hard way and now use with caution). By doing this, some compilation tasks, including static instances, may be skipped. So if any unexpected issues arise in my projects, I simply press Ctrl + R to recompile and resolve any related problems. 👉 But here's the big question: Does this method potentially miss crucial items during compilation, especially the important ones? 🤔 What if hours are spent troubleshooting a seemingly mysterious error in the game, only to realize it was a simple compilation issue all along? The struggle is real! ⏳
That's a good bit of advice, thank you for sharing. I think it's about taking advantage of time saving tools and then being in a habit of doing a manual recompile every so often and especially if you see issues arise. So you can get the best of both worlds. :)
@@SpeedTutor I'm amazed at how you respond to every single comment on your videos even after a month 😀 Sorry, if it seems to be like a statement rather than a question... 👉 My point was that in that "Enter Play Mode Setting", it is important to use it with caution and keep an eye out for any unwanted errors. 👉 Does this Fast Reload Script also comes with any disadvantage like that; missing any crucial items in compilation, etc. If it does then I shall not use it in any major projects or long-term projects, as it will irritate me so much... to focus on finding errors because of compilation, instead of finding errors because of mistakes in the code. ? 🙂
Haha, I try my best to answer every comment and I often comment on the videos that are 8 years old too! :) Sadly that's not something I can answer because I don't use it in any of my projects as I'm not working on something big enough to warrant it. It's something best asked for the developer of the asset because he'd be able to tell you more! :)
I am still working on a project I am planning to ship on 2019.4 and honestly compilation times are still quick. But I will try it after backing everything up that is. This aside, your videos are always helpful and bring stuff to light that I hardly have the time to discover, keep doing this.
You got anything for "reserialize assets unity" or "waiting for unity code to finish executing". These will take forever. Literally just clicking will cause them to go off... Any way to speed this up.
@@SpeedTutor I'm a programmer, but I started learning Unity a while ago, and it was surprising to have to wait for scripts to reload and Unity to freeze for a few seconds each time, even for mini projects)
since I added the FastScriptReload file, I got an error [Worker0] Import Error Code:(4) Message: Build asset version error: assets/collsion.cs in SourceAssetDB has modification time of '2024-06-06T07:55:17.0532142Z' while content on disk has modification time of '2024-06-06T08:01:47.022563Z' UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) in my project, I don't know how to fix it=((
This is too good to be true, I was trying to find how to reduce unity compile time and you uploaded this video but as I said it's too good so are there any problems, like my computer is pretty slow. Thank you
It's definitely not a lie, you saw me use it in the video. Of course that not everything will be perfect, as it's still a work to be improved and made better but it's working out of the box right now! :)
Do you by chance have a good tutorial on how to export android apks? I keep getting a debuginformation file instead of the apk when i build and buildmethod errors in unity. :(
Have been using unity for years. Didn't know unity can do this. But if this is possible, why isn't unity doing it themselves? Maybe it only works in smaller projects?
That's because it always seems like they leave the most useful features for others to create, haha. Maybe we'll see a full implementation one of these days but it's awesome all the same! :)
It works perfectly fine with play mode, but doesn't work at all in edit mode I have to hit ctrl+r for it to do a full recompile. Is this how it's supposed to work?
@@SpeedTutor Thanks for the reply! Does this mean it will only compile the parts changed as if in play mode, or it will do a full recompile when in edit mode instead?
Speedtutor my game occasionally gets a weird bug in the console that says "microsoft c# visual studio copyright served" its gone when i restart but comes up occasionally forcing me to restart its quite annoying
This one is free, I think Chris was the first one to get this created - It just wasn't worth him making this a Unity verified solution as there were too many hoops to jump through.
When you stop play mode basically. Press control+r and it'll trigger that. I acutally prefer that as Unity has a bad habit of refreshing constantly when I'm fiddling with multiple files
I found it to be less than useful, could be something to do with Photon as it doesn't reload assemblies at runtime, it needs to recompile from a static state before allowing changes but yes seems if for single player testing this could be useful.
i have both Fast Script Reload (FSR) asset and the Hot Reload (HR) asset. Its funny how they have different approach. In FSR, it is require to turn off unity auto refresh, but in Hot Reload, it is require to turn On auto refresh...
Are you sure? That's from their FAQ page, as far as I'm aware the approach is very similar ``` Here are all the settings Hot Reload toggles when you ask it to: Disable Unity Auto Refresh (only for older unity versions). Can be found in the preferences. Set Auto Refresh mode to "Enabled outside PlayMode" in the Asset Pipeline preferences. Set the "Script Changes While Playing" preference to "Recompile After Finished Playing". This can also be found in the preferences. ```
Haha, I don't try Unreal that often but even if Unity compilation doesn't take long the seconds you save thousands of times, adds up in the long run! :)
@@SpeedTutor One of the main reasons I stopped using Unreal and now fully focus on Unity. You're right those extra seconds add up over time. But I do wonder why this wasn't implemented by Unity itself if it really speeds up the work flow. For me, I'm always a bit cautious with those plugins. The possibility that it may mess this up in my project makes me anxious :P
Thanks for the video... Subscribed 🔔 Excellent....I downloaded and tested it, works amazing. I tested in both play mode, there are no issues and script is reloading very fast. Note: even the developer mentioned that in edit mode it is in experiment only, But I tested in edit mode too, and it is working perfectly
I appreciate that, my friend :) I'm glad you've found it useful and I hope it helps you make your projects 100000x faster! Haha. What are you working on?
It is great, but don't this force you to write all your variables inside the scope of a method? Because you cannot modify the variables outside the method. I guess it's pretty cool for modifying the order of things in code. For variable tweaking you could just serialize the variables in the inspector and tweak them
you can add new fields as you'd normally. They'll then show instantly in editor so you can tweak as normal variables (some older versions didn't have that though) Bit of an early experimental build that shows that in action ua-cam.com/video/WcWDdJsYBeg/v-deo.html
@@Chris_Handzlik Oh wow, that's so cool, I guess it's because I tried this before that was implemented and I thought it was limiting, this is much better! Thank you!
@@SpeedTutor they're aware, it's mentioned in the repo readme, which I found after trying it out and experiencing even worse performance. I found a paid asset that supposedly works for Apple silicone, i might give it a try. A unity restart helps a lot too
Actually it seems that it has problems with the update loop. I make change there, and they are not reflected in the game. A quick question, what button do you press to compile code in visual studio?
Do not use it if you are a beginner because you need to learn this asset to use with 30 papers of documents or if you imported it you cant uninstall the asset you should uninstall the unity and make new unity account and install unity again with personal account. This asset takes your unity career 5-10 hours.
Or just remove it from the package manager window… Use Unity as intended and read the documentation. 30 papers, 10 hours is nothing in comparison to what you will learn if you applied yourself.
@@SpeedTutor it's okey man i tried just about everything, nothing worked so my last resourt was to just format the whole pc and redownload unity... i'm not blaming you, it just broke unity completly for me, and it was so frustrating and i hope the dev finds out the reason and works on it... cool concept nevertheless
Thank god i didn't choose unity, instead i used godot, superfast, light, programmer friendly approach. And now allows highly perfomance 3d development using vulkan. Must try, and never regret.
What do you think of this asset? I think it's awesome and make sure to check it out! :)
🔥Unity Sales: bit.ly/UnitySalesHub
🔥Synty Sale NOW ON: bit.ly/SyntyLowPolyAssets
🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
Does this also work for editor compile time. I deal with a lot of editor scripts and it would be so helpful it you could hot reload custom editors
Edit: I just installed the package, sadly the second it got imported unity threw a bunch of errors. mainly Illegal byte sequence errors. I assume this is due to the editor not using double byte characters. If I ignore the error and enter playmode unity just crashes. This issue makes the this compiler unusable
I thought that its going to be like every unity compile time fixes video(using assembly definition) but this was different , nice.
I hope you find this useful! :)
I'm speechless! This is absolutely amazing 🤩
I know the first thing I'm going to do when I get back to working on my game!
Haha, you have to let us know how it goes! :)
@@SpeedTutor he never let us know.. :(
Absolutely brilliant, Installed right away and made a huge difference, just have to remember to recompile before running, seems to update while playing but not when its not playing but thats not an issue
I'm glad you've been able to make this work for you! It's a fantasy asset, thanks for checking this out.
@@SpeedTutor I was enjoying it but it seems coroutines are now not working with it, they play once then never again, any advice?
oh damn, this is such a game changer, i don't needa wait even more than 5 seconds, and it fixed an error i was getting after unity finished compiling in which input system won't respond anymore till you restart playmode
Awesome! Glad this helped you out! :D
Coming from web design (specially vite), this was something that always, always annoyed the soul out of me. Thanks a lot for this!
Hehe, that's exactly why I put this together. Also come from web dev some, tools like LinqPad got me too spoiled 😂
@@Chris_Handzlik wait, the legend answered me :O
@@rafaelcorrea7959 lol
He's a definite Legend in these parts! :)
That's an incredibly valuable asset for all developers! 🔧 Before discovering it, I used to endure agonizingly long script reload times when switching to Unity 2021 LTS. But then I stumbled upon a game-changing Unity Tip that revolutionized my workflow. 🚀
👉 Here's the trick I found: ✨ In Project Settings > Editor > Enter Play Mode Settings, enable "Enter Play Mode Options" and disable the other two options below. This simple adjustment made entering Play Mode lightning-fast, taking just 2-3 seconds every time, regardless of project complexity. However, it comes with a caveat (which I learned the hard way and now use with caution). By doing this, some compilation tasks, including static instances, may be skipped. So if any unexpected issues arise in my projects, I simply press Ctrl + R to recompile and resolve any related problems.
👉 But here's the big question: Does this method potentially miss crucial items during compilation, especially the important ones? 🤔 What if hours are spent troubleshooting a seemingly mysterious error in the game, only to realize it was a simple compilation issue all along? The struggle is real! ⏳
That's a good bit of advice, thank you for sharing. I think it's about taking advantage of time saving tools and then being in a habit of doing a manual recompile every so often and especially if you see issues arise. So you can get the best of both worlds. :)
@@SpeedTutor I'm amazed at how you respond to every single comment on your videos even after a month 😀
Sorry, if it seems to be like a statement rather than a question...
👉 My point was that in that "Enter Play Mode Setting", it is important to use it with caution and keep an eye out for any unwanted errors.
👉 Does this Fast Reload Script also comes with any disadvantage like that; missing any crucial items in compilation, etc.
If it does then I shall not use it in any major projects or long-term projects, as it will irritate me so much... to focus on finding errors because of compilation, instead of finding errors because of mistakes in the code.
? 🙂
Haha, I try my best to answer every comment and I often comment on the videos that are 8 years old too! :)
Sadly that's not something I can answer because I don't use it in any of my projects as I'm not working on something big enough to warrant it. It's something best asked for the developer of the asset because he'd be able to tell you more! :)
@@SpeedTutor Great 👍 I'll email the developer "Chris" and asked about the backend of how this works. Sorry for the inconvenience 👋
I come across this asset a month back on reddit, downloaded it but never used it. Your video made me use it and it is awesome. Thanks much
You've done all the work already, you just needed a kickstart to use something awesome. Thanks for checking out the video and the asset! :)
I don't understand how to use it. It disabled auto-reload but when I manually reload (CTRL + R) it still takes ages to compile.
unity should make a feature like live coding in unreal. this solution seems promising.
Definitely, with more development from the community it could get better and better.
i thought it does the same outside of play mode , cause i dont usually change my scripts in play mode , it gives me errors alot of times
SpeedTutor! We need a Code Pad door locker video!
I did create a new tutorial recently that helps you create a keypad UI :)
Love the video, thanks for putting it together!
You're very welcome, Chris. Thanks for taking your precious time to make things for everyone to use! :)
This is a game changer... Thanks
You're very welcome, Mike. I hope you get to use it and it saves you those seconds, which turn to minutes and all! :)
You always upload the ideal content ❤️
Thanks man, I really appreciate it. You're forever supporting! :)
@@SpeedTutor Thanks to you man, someday I want to be like you :3
thanks for make this tutorial! it helps a lot!
You're very welcome, I hope you get chance to use it! :)
I am still working on a project I am planning to ship on 2019.4 and honestly compilation times are still quick. But I will try it after backing everything up that is. This aside, your videos are always helpful and bring stuff to light that I hardly have the time to discover, keep doing this.
You're very welcome, my friend! Make sure you keep extra-extra backups! :D Good luck with your project.
Can i know why some people keep using old versions of unity? I always update latest versions
@@nekojin1164 Sometimes features are abandoned in newer versions, like visual studio code integration package.
Mine is messed up. My script wont compile.
How do I uninstall this thing? Now I always need to manually compile (ctrl + r)
Using Unity 2022.3.2f1 LTS
You most likely manually uninstall by deleting the files and turning the full compile back on in the settings :)
You got anything for "reserialize assets unity" or "waiting for unity code to finish executing". These will take forever. Literally just clicking will cause them to go off... Any way to speed this up.
Not to my knowledge, sadly. It's an annoying, thing I know! :(
It's awesome! This is exactly what I was looking for)
You're very welcome, what are you currently working on?
@@SpeedTutor I'm a programmer, but I started learning Unity a while ago, and it was surprising to have to wait for scripts to reload and Unity to freeze for a few seconds each time, even for mini projects)
since I added the FastScriptReload file, I got an error
[Worker0] Import Error Code:(4)
Message: Build asset version error: assets/collsion.cs in SourceAssetDB has modification time of '2024-06-06T07:55:17.0532142Z' while content on disk has modification time of '2024-06-06T08:01:47.022563Z'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
in my project, I don't know how to fix it=((
I'm not sure about that one, it would be best messaging the developer about it.
This is too good to be true, I was trying to find how to reduce unity compile time and you uploaded this video but as I said it's too good so are there any problems, like my computer is pretty slow. Thank you
It's definitely not a lie, you saw me use it in the video. Of course that not everything will be perfect, as it's still a work to be improved and made better but it's working out of the box right now! :)
Thanks a lot for such GREAT content, mate! Definitely SUB!
You're very welcome my dude! Thanks for checking this out.
Wow, its a wish come true 😁😃
Haha, great developers do that for us all! :D
Do you by chance have a good tutorial on how to export android apks? I keep getting a debuginformation file instead of the apk when i build and buildmethod errors in unity. :(
Sorry, I don't. It's not something I'm very experienced with, really sorry.
i got a question, does this work on playmaker as well?
I've not tried it with playmaker, I've got a feeling it won't help that much unless you edit scripts with playmaker?
Is this asset also meant to be used to speed up compilation if it's NOT done in play mode ? I rarely edit scripts while in play mode.
Yes, playmode compilation is just another thing it can do as I recall :)
thanks but ... Mac Silicon Editor version not supported
Have been using unity for years. Didn't know unity can do this. But if this is possible, why isn't unity doing it themselves? Maybe it only works in smaller projects?
That's because it always seems like they leave the most useful features for others to create, haha. Maybe we'll see a full implementation one of these days but it's awesome all the same! :)
@@SpeedTutor Because the current employees are amateurs. The Unity is no longer evolving, it is becoming obsolete.
@@SpeedTutor This issue of slow compiletimes is really discouraging me from Unity.
ooh i hope this helps, i'm getting tired of how damn slow unity is getting and recompiling every fucking time
I hope you find it useful! :) It's a great tool. What do you think bottlenecks you at the moment? Large files? Slower PC? Or just Unity, haha.
Please tell me how can I completely remove this tool from the project and return to the normal reboot mode of unity?
I'm not sure as I'm not the developer of this asset, you'd be best messaging him :)
It works perfectly fine with play mode, but doesn't work at all in edit mode I have to hit ctrl+r for it to do a full recompile. Is this how it's supposed to work?
It should work without pressing Ctrl + R, as I recall.
@@SpeedTutor Thanks for the reply! Does this mean it will only compile the parts changed as if in play mode, or it will do a full recompile when in edit mode instead?
I think it compiles any time you rewrite code, edit mode too
@@SpeedTutor Alright, I'll try to reinstall the plugin. Thanks!
Speedtutor my game occasionally gets a weird bug in the console that says "microsoft c# visual studio copyright served" its gone when i restart but comes up occasionally forcing me to restart its quite annoying
I'm really not sure about that one, have you tried to Google it?
Question on this, what’s the difference between this and hot reload ?
This one is free, I think Chris was the first one to get this created - It just wasn't worth him making this a Unity verified solution as there were too many hoops to jump through.
Just curious, when would you need to manually full domain reload?
I think Unity does that be default, doesn't it? As in it re-compiles everything you have before moving on.
When you stop play mode basically. Press control+r and it'll trigger that. I acutally prefer that as Unity has a bad habit of refreshing constantly when I'm fiddling with multiple files
I found it to be less than useful, could be something to do with Photon as it doesn't reload assemblies at runtime, it needs to recompile from a static state before allowing changes but yes seems if for single player testing this could be useful.
It definitely could be something that's modified in the future, as this is fully open source so hopefully it will gain more traction! :)
Photon should be ok, I've been using it with Mirror, if you want we can have a look - just drop a message in discord
it's not working and i cant remove it at all ):
thank you so much
You're very welcome, thanks for checking out the video! :)
saved me a lot!
You're very welcome! :D
i have both Fast Script Reload (FSR) asset and the Hot Reload (HR) asset. Its funny how they have different approach. In FSR, it is require to turn off unity auto refresh, but in Hot Reload, it is require to turn On auto refresh...
Which is your favourite?
Are you sure? That's from their FAQ page, as far as I'm aware the approach is very similar
```
Here are all the settings Hot Reload toggles when you ask it to:
Disable Unity Auto Refresh (only for older unity versions). Can be found in the preferences.
Set Auto Refresh mode to "Enabled outside PlayMode" in the Asset Pipeline preferences.
Set the "Script Changes While Playing" preference to "Recompile After Finished Playing". This can also be found in the preferences.
```
Loading scripts normally is still not as bad as Unreal Engine - Compiling is sooo slow in UE;
Haha, I don't try Unreal that often but even if Unity compilation doesn't take long the seconds you save thousands of times, adds up in the long run! :)
@@SpeedTutor One of the main reasons I stopped using Unreal and now fully focus on Unity. You're right those extra seconds add up over time. But I do wonder why this wasn't implemented by Unity itself if it really speeds up the work flow. For me, I'm always a bit cautious with those plugins. The possibility that it may mess this up in my project makes me anxious :P
Thanks for the video... Subscribed 🔔
Excellent....I downloaded and tested it, works amazing.
I tested in both play mode, there are no issues and script is reloading very fast.
Note: even the developer mentioned that in edit mode it is in experiment only, But I tested in edit mode too, and it is working perfectly
I appreciate that, my friend :) I'm glad you've found it useful and I hope it helps you make your projects 100000x faster! Haha. What are you working on?
the fact unity still hasn't fixed this even in 6 boggles my mind
It is great, but don't this force you to write all your variables inside the scope of a method? Because you cannot modify the variables outside the method.
I guess it's pretty cool for modifying the order of things in code. For variable tweaking you could just serialize the variables in the inspector and tweak them
you can add new fields as you'd normally. They'll then show instantly in editor so you can tweak as normal variables (some older versions didn't have that though)
Bit of an early experimental build that shows that in action ua-cam.com/video/WcWDdJsYBeg/v-deo.html
@@Chris_Handzlik Oh wow, that's so cool, I guess it's because I tried this before that was implemented and I thought it was limiting, this is much better! Thank you!
Thanks,find the solution 😊
Awesome! :) Thanks for checking this out.
@@SpeedTutor yeaa, keep it up mate, Ur the best^^
Sadly this doesn't work with Apple Silicon :/
That's disappointing! Maybe you could contact the developer about it?
@@SpeedTutor they're aware, it's mentioned in the repo readme, which I found after trying it out and experiencing even worse performance.
I found a paid asset that supposedly works for Apple silicone, i might give it a try. A unity restart helps a lot too
Thanks for letting me know, hopefully that helps out other users too! :)
is there any downside ?
I haven't used it massively but I know a lot of people who love using it.
Important question: Does it work with DOTS and Burst Compiler?
That's something I can't answer but it would be very worth asking the developer on that one :)
Hey there @SpeedTutor you may need to revisit your affiliate links, I think Unity messed with it again -_-
Hey there, which ones are you talking about? Thanks for letting me know though :)
life saver
Haha, I'm glad I could be of service. Is it something that's really working for you?
Actually it seems that it has problems with the update loop. I make change there, and they are not reflected in the game.
A quick question, what button do you press to compile code in visual studio?
Ctrl + B? Maybe?
not working
What happens?
@@SpeedTutor its just not changing anything maybe i did something wrong
same here nothig happens, only ctrl + R makes the scripts work
@@SpeedTutor same here nothig happens, only ctrl + R makes the scripts work
great
I hope you check it out, my friend! :)
Do not use it if you are a beginner because you need to learn this asset to use with 30 papers of documents or if you imported it you cant uninstall the asset you should uninstall the unity and make new unity account and install unity again with personal account. This asset takes your unity career 5-10 hours.
What are you talking about? Just delete the folder where it imports to.
Or just remove it from the package manager window… Use Unity as intended and read the documentation. 30 papers, 10 hours is nothing in comparison to what you will learn if you applied yourself.
SUBSCRIBED
Thanks man, I appreciate it! :D
I am fed up 🥲
What's up?
This is super great! Thank you
@Chris_Handzlik @SpeedTutor
You're very welcome! I hope it helps you out :D
Yesyesyesyesyesyesyesyes
You're going to enjoy using it? :)
this broke unity for me man, i cant work anymore...
What about if you open a different Unity project?
@@SpeedTutor it's okey man i tried just about everything, nothing worked so my last resourt was to just format the whole pc and redownload unity... i'm not blaming you, it just broke unity completly for me, and it was so frustrating and i hope the dev finds out the reason and works on it... cool concept nevertheless
Really annoying that you had to go through all of that! Glad you got it sorted out in the end. :)
Thank god i didn't choose unity, instead i used godot, superfast, light, programmer friendly approach. And now allows highly perfomance 3d development using vulkan. Must try, and never regret.
I'm glad it's working out for you! I've never used Godot myself but I've heard good things about it. :)
Nah unity got better community and better graphics and better programming language and got 3 Renderer pipeline also got many assets and tutorials
@@mantaran yes but not required for majority of the games. Some top 10 games on steam uses love2d😂😂. Unnecessary overhead is actually unnecessary.
@@cycomkid look like you're right
who downvoted?
Probably lots of people but as long as you find it useful! :D
22 crazy people