Settings¶
Most teams never leave the defaults. Hot Patch is tuned so Start → Play → Save is enough.
Open Tools → DivinityCodes → Hot Patch → Options when you need to:
- Accept the license the first time
- Soften CPU use on huge projects
- Match a finicky IDE that writes files in multiple steps
- Turn off exit-time recompile if you prefer full control
Settings live in EditorPrefs and persist between sessions.
Keep it simple
Change a knob only when you feel a specific pain (slow first patch, duplicate saves, extra recompiles on exit).
Reset to defaults restores factory values without clearing your license or Start/Stop state.
License¶
Accept the End User License Agreement once - then Start unlocks. Full text: LICENSE.txt in the package.
Performance¶
Play Mode warmup¶
Warms Hot Patch when Play Mode starts so the first save already feels snappy.
Default: On
Index project scripts during warmup¶
Builds a quick type map in the background. Helps patches find targets faster. Turn off on enormous projects if entering Play Mode feels heavy.
Default: On
How saves are detected¶
File save debounce¶
Wait after a disk write before patching. Raise it if your IDE saves in several bursts and you see duplicate work.
Default: 0.4s (0.1-2.0s)
Background poll interval¶
How often Hot Patch checks timestamps during Play Mode.
- Lower → snappier detection, a bit more CPU
- Higher → gentler CPU, slightly slower detection
Default: 0.35s (0.1-2.0s)
Detect saves when Unity regains focus¶
When you alt-tab back, check for IDE changes immediately. Recommended with an external editor.
Default: On
Leaving Play Mode¶
Recompile when exiting Play Mode¶
After a live session with edits, ask Unity to recompile on exit so Edit Mode matches disk. Turn off if you want to press Recompile yourself.
Default: On - keeps Editor and builds honest after a long patching session.
Activity log¶
| Setting | Default | Why it helps |
|---|---|---|
| Clear log when entering Play Mode | On | Fresh signal each session |
| Clear log on script recompile | Off | Keep history across domain reloads |
| Log file save events | On | See that disk writes were noticed |
| Log successful patch results | On | Confirm the loop is working (errors always log) |
| Log Play Mode ready message | On | Know when it is safe to save freely |
Callbacks¶
Invoke [InvokeOnHotPatch] methods¶
Run your own code right after a successful patch - refresh UI, rebuild caches, log what changed. See Run code after a patch.
Default: On
Exclusions¶
Skip assemblies or namespaces you never want touched (third-party, generated, Editor-only). Built-in prefixes already cover Unity and base libraries.
Add your own prefixes only when a package creates noise in the log.
Back to the loop? Getting Started · Hot Patch window