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DangoRyn/UnityGameFramework_HybridCLR
UnityGameFramework框架,目标整合HybridCLR和luban提供完整热更和配置表演示。
A demo project wiring together three separate frameworks — UnityGameFramework, HybridCLR (formerly Huatuo), and Luban — to show C# hot-reload working end-to-end in a Unity game. It's aimed at Unity developers who need iOS/console-safe hot updates without stripping out C# dynamic loading. This is a proof-of-concept integration, not a production-ready starter kit.
HybridCLR's approach is technically sound: patching il2cpp to run as AOT+interpreter is the only real solution to hot-reload on JIT-restricted platforms, and this repo is one of the few public demos that actually shows it working with GameFramework. The Luban integration is useful — it demonstrates the full config pipeline from Excel to generated C# code to runtime loading inside the hot-update assembly. The README includes the specific method bridge signature fix ('i4i8i8i8i4i1i8') that was missing from defaults, which would have cost someone hours to diagnose on Android.
The last push was July 2022 and HybridCLR has moved fast since then — the repo targets Unity 2020.3.33 with an older Huatuo fork, and the setup scripts clone pinned versions that no longer match current HybridCLR's branch structure. You will hit version mismatch issues immediately if you try to use this with Unity 2021+ or 2022+. The setup process is a sequence of batch scripts with hardcoded Unity install paths and zero error handling — if anything fails mid-way, the directory ends up in a half-initialized state with no way to clean up. There's also no CI, no tests, and no explanation of how to handle the AOT-metadata stripping problem beyond a single list that you have to maintain manually in ProcedureLoadHotfix.