Features¶
Hot Patch is built around one promise: keep Play Mode alive while you ship better gameplay.
You stay in the fight, the boss room, or the UI flow you already set up. Change the code in your IDE, save, and the next call uses the new logic - without a domain reload eating your state.
Explore what that unlocks:
Built for the edits you actually make¶
Most iteration is “change a few lines and feel it.” Hot Patch targets that loop:
- Gameplay methods on your
MonoBehaviours and helpers - Existing
Update, collision, and input callbacks - Properties and everyday C# you already write
- State preservation - the reason the workflow feels magical
Know the boundaries¶
A few things still need Unity’s normal compile path (async methods, brand-new Unity messages mid-Play, Editor-folder scripts, player builds). That is intentional: Hot Patch stays fast by owning the Play Mode loop, not by promising a full language runtime.
Details live under Limitations. For platform scope, see Requirements.
When a full recompile is the right move¶
Some project-level changes always need Unity to rebuild - assembly definitions, scripting defines, adding brand-new message methods. Exit Play Mode or use Recompile in Edit Mode, then get back to live patching.