class in Unity.Scripting.LifecycleManagement
/
Inherits from:Unity.Scripting.LifecycleManagement.LifecycleAttributeBase
Marks a static method as a callback that Unity invokes after it loads code at startup or after a code reload.
Methods marked with this attribute are called after assemblies have been loaded and initialized. This happens:
Use this callback to:
Unavailable state:
Unity invokes these methods early in the code load, before it restores managed objects and before OnCodeInitializingAttribute callbacks run. Your code can rely on all assemblies being loaded, so type discovery through reflection works. In Editor code, you can also use TypeCache.
However, your code must not rely on:
Awake and OnEnable haven't run yet.To work with restored objects, use OnCodeInitializingAttribute instead.
This is a method attribute that can only be applied to static methods with no parameters and return type void.
Additional resources: OnCodeUnloadingAttribute, OnCodeInitializingAttribute, RuntimeInitializeOnLoadMethodAttribute, InitializeOnLoadAttribute.
using Unity.Scripting.LifecycleManagement; using UnityEngine; using System; using System.Collections.Generic;
public static partial class PluginRegistry { private static Dictionary<string, Type> s_PluginTypes;
[OnCodeLoaded] static void DiscoverPlugins() { s_PluginTypes = new Dictionary<string, Type>(); foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies()) { foreach (var type in assembly.GetTypes()) { var attr = type.GetCustomAttributes(typeof(GamePluginAttribute), false); if (attr.Length > 0) s_PluginTypes[type.Name] = type; } } }
public static Type GetPlugin(string name) => s_PluginTypes.TryGetValue(name, out var t) ? t : null; }
public class GamePluginAttribute : Attribute { }
| Constructor | Description |
|---|---|
| OnCodeLoadedAttribute | Marks the decorated static method to be invoked after all assemblies have been loaded during Editor startup or after a code reload. |