handzlikchris / handzlikchris/FastScriptReload
Static fields in changed code are lost upon reload
- Dominant language
- C#
- Stars
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Description
I am not sure whether this is expected behaviour or not, but I could not find any reference in the documentation to static fields not being supported.
I am trying to reload a static class that has a static `Material` field that is assigned on startup via reflection.
The static class content looks like this:
```C#
private static Material material;
public static void DrawReticleCircle(in ReticleDrawArgs args)
{
var position = args.WorldPosition;
// ...
Graphics.DrawMesh(mesh, trs, material, 0);
}
static void OnScriptHotReloadNoInstance()
{
Debug.Log($"Post-reload, asset is {material} (null={material==null})");
}
```
After changing the contents of DrawReticleCircle, the script is reloaded but the value of `material` is lost.
The debug log reads: `Post-reload, asset is (null=True)`
I would expect for the value to be copied over, or for the new code to reference the field in the old assembly (if this is possible?).
Is this a known limitation or a bug? If it is a limitation, I think it is worth pointing out in the documentation.
Thanks.
Contributor guide
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Research direction
Reproduce the issue in Unity with a static class containing a reflected Material field, then edit DrawReticleCircle and observe the OnScriptHotReloadNoInstance log. Read the hot-reload handling for static fields and determine whether the lost value is expected or a defect. Done means the behavior is resolved or its limitation is clearly documented.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100