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Question by dCalle · Feb 06, 2019 at 12:18 PM · errorgeneratorcompilation

Is there a way to run a script when compilation fails?

Yeah so I've automatically created a class Generator that generates a ScriptableObject that can hold any seralizable value.

it will be regenerated automatically, when FieldTypes differ or are missing. But now I figured, if the prexisting FieldType doesn't exist in the Project compilation, it will throw an Error and renders me unable to regenerate the file (yeah, kinda retarded now, am I not?)

to make it short, is there a way to register a script to unity when compilation fails? like an automated repair script or sth? or could a compilation pipeline script help me? where would I start there?

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avatar image _dns_ · Feb 06, 2019 at 03:54 PM 1
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Hi, just some pointers: search for usage of EditorApplication.update combined with the [InitializeOnLoad] attribute usage on an editor class. This is to get a callback at each Editor frame. After that, it's possible to check what the Editor is doing each frame with EditorApplication.IsCompiling and detect the end of the compilation!

avatar image dCalle _dns_ · Feb 08, 2019 at 01:45 AM 0
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Alright. Im gonna try that. Thx ;-)

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Answer by dCalle · Feb 08, 2019 at 10:23 AM

Found the answer here

-----

Still kudos to you @dns ;-)

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