#if !OPEN_SESAME && UNITY_EDITOR using UnityEditor; using UnityEditor.Compilation; namespace Coffee.OpenSesame { [InitializeOnLoad] internal class Portable { static Portable() { var assemblyName = typeof(Portable).Assembly.GetName().Name; var asmdefPath = CompilationPipeline.GetAssemblyDefinitionFilePathFromAssemblyName(assemblyName); UnityEngine.Debug.LogFormat("Request to recompile: {0} ({1})", assemblyName, asmdefPath); AssetDatabase.ImportAsset(asmdefPath); } } } #endif