Skip to content

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