using System; using System.IO; using UnityEngine; using Debug = UnityEngine.Debug; namespace Packages.Rider.Editor { internal class RiderInitializer { public void Initialize(string editorPath) { var assembly = EditorPluginInterop.EditorPluginAssembly; if (EditorPluginInterop.EditorPluginIsLoadedFromAssets(assembly)) { Debug.LogError($"Please delete {assembly.Location}. Unity 2019.2+ loads it directly from Rider installation. To disable this, open Rider's settings, search and uncheck 'Automatically install and update Rider's Unity editor plugin'."); return; } var dllName = "JetBrains.Rider.Unity.Editor.Plugin.Full.Repacked.dll"; var relPath = "../../plugins/rider-unity/EditorPlugin"; if (SystemInfo.operatingSystemFamily == OperatingSystemFamily.MacOSX) relPath = "Contents/plugins/rider-unity/EditorPlugin"; var dllFile = new FileInfo(Path.Combine(Path.Combine(editorPath, relPath), dllName)); if (dllFile.Exists) { var bytes = File.ReadAllBytes(dllFile.FullName); assembly = AppDomain.CurrentDomain.Load(bytes); // doesn't lock assembly on disk // assembly = AppDomain.CurrentDomain.Load(AssemblyName.GetAssemblyName(dllFile.FullName)); // use this for external source debug EditorPluginInterop.InitEntryPoint(assembly); } else { Debug.Log($"Unable to find Rider EditorPlugin {dllFile.FullName} for Unity "); } } } }