Difference between revisions of "Precompiler"
From PowerUI
(Created page with "The precompiler built into PowerUI takes all of the C# source that makes PowerUI and compiles it into a DLL. This can have a nice impact on development time, as Unity will no...") |
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The precompiler built into PowerUI takes all of the C# source that makes PowerUI and compiles it into a DLL. This can have a nice impact on development time, as Unity will no longer be compiling everything whenever you change your code. | The precompiler built into PowerUI takes all of the C# source that makes PowerUI and compiles it into a DLL. This can have a nice impact on development time, as Unity will no longer be compiling everything whenever you change your code. | ||
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+ | To use it, go to '''Window > PowerUI > Precompile'''. | ||
== Safe use of the precompiler == | == Safe use of the precompiler == |
Revision as of 04:38, 16 February 2017
The precompiler built into PowerUI takes all of the C# source that makes PowerUI and compiles it into a DLL. This can have a nice impact on development time, as Unity will no longer be compiling everything whenever you change your code.
To use it, go to Window > PowerUI > Precompile.
Safe use of the precompiler
If you do use the precompiler, there are a few things you must keep in mind:
- Just leave Editor Mode unchecked unless it becomes a problem. It almost never matters - only a few PowerUI editor windows, such as Nitro settings, will throw an exception if you try to use them with Editor Mode unchecked.
- When changing platforms it's best to turn it off (by unchecking "Precompile PowerUI"), change platform, then turn it back on again. This avoids Unity failing to import the compiled DLL because it's using APIs for some other platform.
Custom content (such as tags)
You can continue to leave custom content outside of the PowerUI source tree - it will continue to work correctly.