1) ν”Œλ ˆμ΄ λͺ¨λ“œ ν‚€κΈ°

File > Project Settings > Editorμ—μ„œ Enter Play Mode Optionsλ₯Ό ν™œμ„±ν™”


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이걸 μΌœλ‘λ©΄ μ½”λ“œμˆ˜μ • μ—†λŠ”κ²½μš° 컴파일 μ•ˆν•¨



2) 에디터 ν”Œλ ˆμ΄ μ‹œμ—λ§Œ λͺ¨μ•„μ„œ μ»΄νŒŒμΌν•˜λ„λ‘ν•˜κΈ°

슀크립트 ν•˜λ‚˜ μƒμ„±ν•˜κ³  μ•„λž˜ μ½”λ“œ λ³΅λΆ™ν•˜κΈ°

μœ λ‹ˆν‹° Assets/Editor 폴더 μ—†μœΌλ©΄ λ§Œλ“€κ³  λ§Œλ“  슀크립트 λ„£κΈ°



맀번 슀크립트 κ³ μΉ λ•Œλ§ˆλ‹€ μ»΄νŒŒμΌν•˜λŠ”κ²Œ μ•„λ‹ˆλΌ

ν”Œλ ˆμ΄ λ²„νŠΌ λˆ„λ₯Όλ•Œ ν•œλ²ˆ μ»΄νŒŒμΌν•˜κ³  끝남



1,2λ₯Ό λͺ¨λ‘ 해두면 λΆˆν•„μš”ν•œ 컴파일이 1/10 κ·Έ μ΄μƒμœΌλ‘œ 쀄어듬

이거 μ—†μ—ˆμœΌλ©΄ μœ λ‹ˆν‹° μ•ˆν–ˆμŒ


μΈμƒμ ˆλ°˜ 손해보지말고 ν™œμš©ν•΄λ³΄μž



using UnityEngine;

using UnityEditor;


[InitializeOnLoadAttribute]

public static class PlayRefreshEditor

{


static PlayRefreshEditor()

{

EditorApplication.playModeStateChanged += PlayRefresh;

}


private static void PlayRefresh(PlayModeStateChange state)

{

if (state == PlayModeStateChange.ExitingEditMode)

{

AssetDatabase.Refresh();

}

}

}