#if !UNITY_2020_3_OR_NEWER // make sure we weaved successfully when entering play mode. using UnityEditor; using UnityEngine; namespace Mirror { public class EnterPlayModeSettingsCheck : MonoBehaviour { [InitializeOnLoadMethod] static void OnInitializeOnLoad() { // Hook this event to see if we have a good weave every time // user attempts to enter play mode or tries to do a build EditorApplication.playModeStateChanged += OnPlayModeStateChanged; } static void OnPlayModeStateChanged(PlayModeStateChange state) { // Per Unity docs, this fires "when exiting edit mode before the Editor is in play mode". // This doesn't fire when closing the editor. if (state == PlayModeStateChange.ExitingEditMode) { // Check if last weave result was successful if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false)) { // Last weave result was a failure...try to weave again // Faults will show in the console that may have been cleared by "Clear on Play" SessionState.SetBool("MIRROR_WEAVE_SUCCESS", true); Weaver.CompilationFinishedHook.WeaveExistingAssemblies(); // Did that clear things up for us? if (!SessionState.GetBool("MIRROR_WEAVE_SUCCESS", false)) { // Nope, still failed, and console has the issues logged Debug.LogError("Can't enter play mode until weaver issues are resolved."); EditorApplication.isPlaying = false; } } } } } } #endif