
This does not work because the CustomObject from the old assembly and the new one is not the same. Static bool Unload(UnityModManager.ModEntry modEntry) HarmonyInstance.Create().PatchAll(Assembly.GetExecutingAssembly()) Static bool Load(UnityModManager.ModEntry modEntry) But it works only with static fields and cannot copy the types created by your assembly. It allows to copy fields to your new assembly.

I will write a few examples to make it clearer.Īnother new field attribute is SaveOnReload.

same way that the disjunction between the idea of gambling and the actual sight. Outside, couples smoke shisha on plastic chairs, dwarfed by two immense golden busts depicting the. It stays in shadows and if we do not remove the scripts they can still work. Keywords: Sympathy Game theory Prisoners dilemma game Cooperation. Violins swoon and a monumental voice surges from a doorway in Cairo’s Tawfiqia neighbourhood. In fact, old assembly can not be unloaded. You only need to create the Unload function and remove all patches and objects of old assembly.
UMM TRUE GAME MOD
In mod options should appear Reload button. Add EnableReloading attribute to the main class and set Unload function to modEntry. In the source code of your mod, you need to specify that the mod can be reloaded. Start XCOPY /Y /R "$(TargetPath)" "D:\Games\YourGame\Mods\$(ProjectName)\$(ProjectName).dll*"

The "1.0.*" will allow the compiler to automatically increment the version number.įor convenience, configure the Post-build Event Command Line so that the assembly file is automatically copied to the game. To successfully load assembly, its version must be greater than the previous one. In Visual Studio, set the assembly version as "1.0.*". This feature is added in version 0.14.1. You can compile assembly and load it into game without restarting.
