Add Unity Pipeline package support

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2026-07-31 17:34:04 +08:00
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using UnityEngine;
using Unity.Pipeline.HotReload;
namespace Unity.Pipeline.Samples.HotReload
{
/// <summary>
/// Example demonstrating in-place hot reload editing workflow.
///
/// Usage:
/// 1. Add this component to a GameObject in the scene
/// 2. Play the scene - you'll see the object rotating
/// 3. Modify the Update() method below (try changing Vector3.up to Vector3.forward)
/// 4. Run: reload_file Assets/Samples/HotReload_InPlace/InPlaceHotReloadExample.cs
/// 5. See the changes take effect immediately without stopping play mode!
///
/// Requirements:
/// - Only use PUBLIC fields, properties, and methods
/// - Private/internal members will cause validation errors
/// </summary>
public class InPlaceHotReloadExample : MonoBehaviour
{
[Header("Hot Reload Configuration")]
public float rotationSpeed = 90f;
public bool enableRotation = true;
public Vector3 rotationAxis = Vector3.up;
[Header("Movement Configuration")]
public float moveSpeed = 2f;
public bool enableMovement = false;
[HotReload]
void Update()
{
// Edit this body live, then run: reload_file <this file>
// Try changing rotationAxis (e.g. Vector3.up -> Vector3.forward) or the speed.
if (enableRotation)
{
transform.Rotate(rotationAxis, rotationSpeed * Time.deltaTime);
}
if (enableMovement)
{
var movement = Mathf.Sin(Time.time) * moveSpeed;
transform.position = new Vector3(movement, transform.position.y, transform.position.z);
}
}
[HotReload]
public void ResetTransform()
{
// Another method you can hot reload
transform.position = Vector3.zero;
transform.rotation = Quaternion.identity;
Debug.Log("Transform reset via hot reload!");
}
// Note: value-returning methods are not yet supported by in-place reload (void methods only),
// so this one is a normal method.
public float CalculateDistance(Vector3 targetPosition)
{
return Vector3.Distance(transform.position, targetPosition);
}
void Awake()
{
// Run the sample in a 640x480 window instead of fullscreen.
Screen.SetResolution(640, 480, FullScreenMode.Windowed);
}
// Regular methods (not hot reloadable) - these work normally
void Start()
{
Debug.Log($"InPlaceHotReloadExample started. Try hot reloading the Update method!");
Debug.Log($"Command: reload_file {GetType().Name}.cs");
}
public void TriggerResetFromUI()
{
// This calls the hot reloadable method
ResetTransform();
}
}
}
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using Unity.Pipeline.HotReload;
using UnityEngine;
public class BossController : MonoBehaviour
{
void Awake()
{
// Run the sample in a 640x480 window instead of fullscreen.
Screen.SetResolution(640, 480, FullScreenMode.Windowed);
}
// No manual registration needed: RuntimePipelineManager auto-discovers [HotReloadWithOverrides] methods.
[HotReloadWithOverrides]
void Update()
{
HotReloadHelper.ExecuteWithHotReload(this, "Update", OriginalUpdate);
}
public void OriginalUpdate()
{
transform.Rotate(45 * Time.deltaTime, 0, 0);
}
}
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using Unity.Pipeline.HotReload;
using UnityEngine;
/// <summary>
/// Hot reload overrides for <see cref="BossController"/> (helper workflow).
///
/// The override lives in its OWN file and does NOT redeclare BossController, so it binds to the
/// running type. Edit the tweaked logic here, then apply it without leaving play mode:
/// unity command reload_file_override "(absolute path)/Samples/HotReload_WithHelpers/BossOverrides.cs"
/// </summary>
public static class BossOverrides
{
[HotReloadOverrideMethod("BossController.Update")]
public static void TweakedUpdate(BossController instance)
{
// Tweaked behaviour: add a color pulse for visual feedback.
var renderer = instance.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = Color.Lerp(Color.red, Color.yellow, Mathf.Sin(Time.time * 2f) * 0.5f + 0.5f);
}
}
}
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using System.Reflection;
using Unity.Pipeline.HotReload;
using Unity.Pipeline.Samples.HotReload;
using UnityEngine;
namespace Unity.Pipeline.Samples.HotReload
{
/// <summary>
/// Test manager for manually testing hot reload functionality in Unity Editor.
/// Add this to a GameObject and use the inspector buttons or call methods from console.
/// </summary>
public class HotReloadTestManager : MonoBehaviour
{
[Header("Test References")]
public TestPlayerController testPlayer;
[Header("Test Controls")]
[SerializeField] private bool autoFindPlayer = true;
[SerializeField] private bool showDebugLogs = true;
void Start()
{
if (autoFindPlayer && testPlayer == null)
{
testPlayer = FindAnyObjectByType<TestPlayerController>();
}
if (showDebugLogs)
{
Debug.Log("=== HOT RELOAD TEST MANAGER ===");
Debug.Log("Use the buttons in the inspector or call these methods from console:");
Debug.Log("- RegisterTestMethods() - Register player methods for hot reload");
Debug.Log("- SimulateHotReloadOverride() - Apply hot reload overrides manually");
Debug.Log("- ClearHotReload() - Remove hot reload overrides");
Debug.Log("- ShowRegistryStats() - Display current hot reload state");
Debug.Log("- TestPlayerActions() - Test player methods");
}
}
[ContextMenu("Register Test Methods")]
public void RegisterTestMethods()
{
if (testPlayer == null)
{
Debug.LogError("No TestPlayerController assigned!");
return;
}
// TestPlayerController.RegisterOverrides();
Debug.Log("✅ Registered TestPlayerController methods for hot reload");
ShowRegistryStats();
}
[ContextMenu("Simulate Hot Reload Override")]
public void SimulateHotReloadOverride()
{
// Manually register the override methods from TestPlayerOverrides
var overrideType = typeof(TestPlayerOverrides);
var updateOverride = overrideType.GetMethod("Update");
var moveOverride = overrideType.GetMethod("Move");
var damageOverride = overrideType.GetMethod("CalculateDamage");
var takeDamageOverride = overrideType.GetMethod("TakeDamage");
if (updateOverride != null)
{
HotReloadRegistry.RegisterMethodOverride(updateOverride,
new HotReloadOverrideMethodAttribute("TestPlayerController.Update"), overrideType);
}
if (moveOverride != null)
{
HotReloadRegistry.RegisterMethodOverride(moveOverride,
new HotReloadOverrideMethodAttribute("TestPlayerController.Move"), overrideType);
}
if (damageOverride != null)
{
HotReloadRegistry.RegisterMethodOverride(damageOverride,
new HotReloadOverrideMethodAttribute("PlayerCombat"), overrideType);
}
if (takeDamageOverride != null)
{
HotReloadRegistry.RegisterMethodOverride(takeDamageOverride,
new HotReloadOverrideMethodAttribute("TestPlayerController.TakeDamage"), overrideType);
}
Debug.Log("🔥 Applied hot reload overrides! Player behavior should now be different.");
ShowRegistryStats();
if (testPlayer != null)
{
testPlayer.LogHotReloadStatus();
}
}
[ContextMenu("Clear Hot Reload")]
public void ClearHotReload()
{
HotReloadRegistry.ClearAllOverrides();
Debug.Log("🧹 Cleared hot reload overrides. Player should return to original behavior.");
ShowRegistryStats();
}
[ContextMenu("Show Registry Stats")]
public void ShowRegistryStats()
{
var stats = HotReloadRegistry.GetStats();
Debug.Log($"📊 Hot Reload Stats:");
Debug.Log($" Reloadable Methods: {stats.ReloadableMethodCount}");
Debug.Log($" Active Overrides: {stats.ActiveOverrideCount}");
Debug.Log($" Loaded Types: {stats.LoadedTypeCount}");
if (stats.ReloadableMethodIds.Count > 0)
{
Debug.Log($" Reloadable Method IDs: {string.Join(", ", stats.ReloadableMethodIds)}");
}
if (stats.ActiveOverrideIds.Count > 0)
{
Debug.Log($" Active Override IDs: {string.Join(", ", stats.ActiveOverrideIds)}");
}
}
[ContextMenu("Test Player Actions")]
public void TestPlayerActions()
{
if (testPlayer == null)
{
Debug.LogError("No TestPlayerController assigned!");
return;
}
Debug.Log("🎮 Testing player actions...");
testPlayer.TestMovement();
testPlayer.TestDamage();
testPlayer.LogHotReloadStatus();
Debug.Log($" Last Action: {testPlayer.lastActionLog}");
Debug.Log($" Health: {testPlayer.health}");
Debug.Log($" Last Movement: {testPlayer.lastMovement}");
}
[ContextMenu("Reset Test Environment")]
public void ResetTestEnvironment()
{
HotReloadRegistry.ClearAllForTesting();
if (testPlayer != null)
{
testPlayer.health = 100;
testPlayer.lastActionLog = "Environment reset";
testPlayer.lastMovement = Vector3.zero;
testPlayer.lastDamageCalculated = 0;
}
Debug.Log("🔄 Reset test environment to clean state");
}
// Keyboard shortcuts for quick testing
void Update()
{
if (Input.GetKeyDown(KeyCode.F1))
{
RegisterTestMethods();
}
else if (Input.GetKeyDown(KeyCode.F2))
{
SimulateHotReloadOverride();
}
else if (Input.GetKeyDown(KeyCode.F3))
{
ClearHotReload();
}
else if (Input.GetKeyDown(KeyCode.F4))
{
TestPlayerActions();
}
else if (Input.GetKeyDown(KeyCode.F5))
{
ShowRegistryStats();
}
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
GUILayout.Label("Hot Reload Testing (F1-F5):");
GUILayout.Label("F1: Register Methods");
GUILayout.Label("F2: Apply Hot Reload");
GUILayout.Label("F3: Clear Hot Reload");
GUILayout.Label("F4: Test Actions");
GUILayout.Label("F5: Show Stats");
if (testPlayer != null)
{
GUILayout.Space(10);
GUILayout.Label($"Status: {testPlayer.lastActionLog}");
GUILayout.Label($"Health: {testPlayer.health}");
}
GUILayout.EndArea();
}
}
}
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using System.Reflection;
using Unity.Pipeline.HotReload;
using UnityEngine;
namespace Unity.Pipeline.Samples.HotReload
{
/// <summary>
/// Test component to demonstrate hot reload functionality in Unity Editor.
/// Add this to a GameObject to test the hot reload workflow.
/// </summary>
public class TestPlayerController : MonoBehaviour
{
[Header("Hot Reload Test Values")]
public float moveSpeed = 5f;
public Color debugColor = Color.white;
public int health = 100;
[Header("Runtime Values - Watch These Change")]
public Vector3 lastMovement;
public string lastActionLog = "No action yet";
public float lastDamageCalculated;
// No manual registration needed: RuntimePipelineManager auto-discovers [HotReloadWithOverrides] methods.
void Start()
{
Debug.Log("TestPlayerController: Starting up - ready for hot reload testing");
}
[HotReloadWithOverrides]
void Update()
{
HotReloadHelper.ExecuteWithHotReload(this, "Update", OriginalUpdate);
}
[HotReloadWithOverrides]
public void Move(Vector3 direction)
{
HotReloadHelper.ExecuteWithHotReload(this, "Move",
() => OriginalMove(direction), direction);
}
[HotReloadWithOverrides(Id = "PlayerCombat")]
public float CalculateDamage(float baseDamage, float multiplier)
{
var result = HotReloadHelper.ExecuteWithHotReloadCustomId(this, "PlayerCombat",
() => OriginalCalculateDamage(baseDamage, multiplier), baseDamage, multiplier);
return result != null ? (float)result : OriginalCalculateDamage(baseDamage, multiplier);
}
[HotReloadWithOverrides]
public void TakeDamage(float damage)
{
HotReloadHelper.ExecuteWithHotReload(this, "TakeDamage",
() => OriginalTakeDamage(damage), damage);
}
// Original implementations
private void OriginalUpdate()
{
// Simple rotation for visual feedback
transform.Rotate(0, 45 * Time.deltaTime, 0);
lastActionLog = $"Original Update: Rotating at {Time.time:F1}s";
// Auto-move for testing
if (Input.GetKey(KeyCode.Space))
{
Move(Vector3.forward);
}
}
private void OriginalMove(Vector3 direction)
{
Vector3 movement = direction * moveSpeed * Time.deltaTime;
transform.position += movement;
lastMovement = movement;
lastActionLog = $"Original Move: {movement} at speed {moveSpeed}";
}
private float OriginalCalculateDamage(float baseDamage, float multiplier)
{
float damage = baseDamage * multiplier;
lastDamageCalculated = damage;
lastActionLog = $"Original Damage: {baseDamage} * {multiplier} = {damage}";
return damage;
}
private void OriginalTakeDamage(float damage)
{
health = Mathf.Max(0, health - Mathf.RoundToInt(damage));
lastActionLog = $"Original TakeDamage: -{damage}, health now {health}";
}
// Test methods you can call from other scripts or console
public void TestMovement()
{
Move(Vector3.right);
Debug.Log($"Tested movement: {lastActionLog}");
}
public void TestDamage()
{
float damage = CalculateDamage(10f, 1.5f);
TakeDamage(damage);
Debug.Log($"Tested damage: calculated {damage}, {lastActionLog}");
}
public void LogHotReloadStatus()
{
bool updateActive = HotReloadHelper.IsHotReloadActive<TestPlayerController>("Update");
bool moveActive = HotReloadHelper.IsHotReloadActive<TestPlayerController>("Move");
bool combatActive = HotReloadHelper.IsHotReloadActive("PlayerCombat");
bool damageActive = HotReloadHelper.IsHotReloadActive<TestPlayerController>("TakeDamage");
Debug.Log($"Hot Reload Status - Update: {updateActive}, Move: {moveActive}, Combat: {combatActive}, TakeDamage: {damageActive}");
var stats = HotReloadRegistry.GetStats();
Debug.Log($"Registry Stats - Reloadable: {stats.ReloadableMethodCount}, Active: {stats.ActiveOverrideCount}, Types: {stats.LoadedTypeCount}");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3dc859ce66713a54597d865487663ea2
@@ -0,0 +1,87 @@
using Unity.Pipeline.HotReload;
using UnityEngine;
namespace Unity.Pipeline.Samples.HotReload
{
/// <summary>
/// Hot reload overrides for TestPlayerController.
/// This file demonstrates different override patterns and can be compiled manually for testing.
///
/// You can tweak gameplay code here. When done run:
/// ucli request --runtime UnityPipelineTests.exe reload_file_override "(Absolute Path To)\com.unity.pipeline\Samples\HotReload_WithHelpers\TestPlayerOverrides.cs"
/// </summary>
public static class TestPlayerOverrides
{
[HotReloadOverrideMethod("TestPlayerController.Update")]
public static void Update(TestPlayerController instance)
{
// HOT RELOAD VERSION: Different behavior
instance.transform.Rotate(0, -90 * Time.deltaTime, 0); // Rotate opposite direction
instance.lastActionLog = $"HOT RELOAD Update: Reverse rotation at {Time.time:F1}s";
// Add some color change for visual feedback
var renderer = instance.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = Color.Lerp(Color.red, Color.yellow, Mathf.Sin(Time.time * 2f) * 0.5f + 0.5f);
}
// Auto-move with different key
if (Input.GetKey(KeyCode.LeftShift))
{
instance.Move(Vector3.up * 0.5f); // Move up instead of forward
}
}
[HotReloadOverrideMethod("TestPlayerController.Move")]
public static void Move(TestPlayerController instance, Vector3 direction)
{
// HOT RELOAD VERSION: Faster, bouncy movement
Vector3 movement = direction * instance.moveSpeed * 2.5f * Time.deltaTime; // 2.5x faster
movement.y += Mathf.Sin(Time.time * 5f) * 0.02f; // Add bounce
instance.transform.position += movement;
instance.lastMovement = movement;
instance.lastActionLog = $"HOT RELOAD Move: Bouncy {movement} at 2.5x speed";
// Add trail effect
Debug.DrawRay(instance.transform.position, movement * 10f, Color.cyan, 1f);
}
[HotReloadOverrideMethod("PlayerCombat")]
public static float CalculateDamage(TestPlayerController instance, float baseDamage, float multiplier)
{
// HOT RELOAD VERSION: Different damage formula with randomness
float damage = (baseDamage + Random.Range(0f, 5f)) * multiplier * 1.2f; // +randomness, +20% bonus
damage = Mathf.Round(damage * 10f) / 10f; // Round to 1 decimal
instance.lastDamageCalculated = damage;
instance.lastActionLog = $"HOT RELOAD Damage: ({baseDamage} + rnd) * {multiplier} * 1.2 = {damage}";
return damage;
}
[HotReloadOverrideMethod("TestPlayerController.TakeDamage")]
public static void TakeDamage(TestPlayerController instance, float damage)
{
// HOT RELOAD VERSION: Damage reduction and visual feedback
float reducedDamage = damage * 0.7f; // 30% damage reduction
instance.health = Mathf.Max(0, instance.health - Mathf.RoundToInt(reducedDamage));
instance.lastActionLog = $"HOT RELOAD TakeDamage: -{damage} reduced to -{reducedDamage}, health now {instance.health}";
// Visual feedback
var renderer = instance.GetComponent<Renderer>();
if (renderer != null)
{
// Flash red briefly
renderer.material.color = Color.red;
}
// Screen shake effect (simple)
if (Camera.main != null)
{
Debug.Log("*SCREEN SHAKE*");
}
}
}
}
@@ -0,0 +1,2 @@
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"name": "Unity.Pipeline.Samples",
"rootNamespace": "Unity.Pipeline.Samples.HotReload",
"references": [
"Unity.Pipeline"
],
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"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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"noEngineReferences": false
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