Requirements¶
What you need to run Hot Patch, and what is out of scope.
You need¶
| Unity Editor | Modern LTS or Unity 6 |
| Scripting backend | Mono (Unity’s Editor default) |
| OS | Windows, macOS, or Linux |
| Where it runs | Play Mode inside the Editor |
Out of scope¶
| Built games (standalone, mobile, consoles) | Hot Patch is an Editor workflow tool |
| IL2CPP players | No Editor patching runtime in builds |
Scripts under Editor/ folders |
Those are editor-only, not Play Mode gameplay |
| Package Cache packages | Only your project scripts under Assets/ (and embedded packages you own) |
What kinds of code patch¶
Types that work: classes and structs (including generics).
Types that do not: interfaces, enums (as patch targets), attribute types, [Obsolete] types.
Methods that work: normal instance/static methods, property and indexer accessors, operators, and generic methods - as long as they have a real body.
Methods that do not: abstract, extern, async/await, ref/out/in parameters, empty partials.
Fields¶
You can add new instance fields during Play Mode for use inside patched methods. That is intentionally limited:
- Existing objects are not re-initialized
- New static fields are not supported
- The Inspector will not fully track hot-added fields
Overloads¶
Patches match methods by name. If you have several overloads with the same name, prefer distinct names for the ones you hot-patch often.
For the day-to-day “what can I edit?” list, start with What you can edit and Limitations.