- Replace Assembly.LoadFrom with already-loaded assembly search - Prioritize Player assemblies over Editor assemblies using CompilationPipeline - Support both short names and fully-qualified component names - Add comprehensive caching and error handling with disambiguation - Use Undo.AddComponent for proper editor integration - Handle ReflectionTypeLoadException safely during type enumeration - Add fallback to TypeCache for comprehensive type discovery in Editor Fixes component resolution across custom assembly definitions and eliminates "Could not load the file 'Assembly-CSharp-Editor'" errors. Tested with: - Built-in Unity components (Rigidbody, MeshRenderer, AudioSource) - Custom user scripts in Assembly-CSharp (TicTacToe3D) - Custom assembly definition components (TestNamespace.CustomComponent) - Error handling for non-existent components 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com> |
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