I don't know if it's Unity3D or Cecil problem. It took some time to resolve this issue, hopefully this description can help somebody else.
I'm using Cecil to generate code in a Unity3D assembly: Unity calls my class static constructor after building the assembly, I modify it by generating some code and adding an assembly level custom attribute to flag the assembly as "generated" one. Then I ask Unity to reload the assembly by call to `UnityEditorInternal.InternalEditorUtility.RequestScriptReload()`. Unity reloads the assembly, calls my static constructor again, I find my custom attribute and don't touch the assembly this time.
This worked fine until I upgraded Unity3D to v. 4.5.3 (from 4.2).
It looks like Unity reloads the assembly the first time but after that it doesn't reload it even on normal refresh, I mean even unmodified version, until I restart it. At least this definitely looks like a bug in Unity.
I narrowed the problem to the custom attribute I add to the modified assembly. Comparing modified and not-modified assemblies manifests I noticed that the custom attribute causes the assembly to reference itself, looks like:
...
.assembly extern 'Assembly-CSharp'
{
.ver 0:0:0:0
}
.assembly 'Assembly-CSharp'
{
.custom instance void [System.Core]System.Runtime.CompilerServices.ExtensionAttribute::.ctor() = ( 01 00 00 00 )
.custom instance void ['Assembly-CSharp']PropertySystem.PropertyGenerator/GeneratedAttribute::.ctor() = ( 01 00 00 00 )
.custom instance void [mscorlib]System.Runtime.CompilerServices.RuntimeCompatibilityAttribute::.ctor() = ( 01 00 01 00 54 02 16 57 72 61 70 4E 6F 6E 45 78 // ....T..WrapNonEx
63 65 70 74 69 6F 6E 54 68 72 6F 77 73 01 ) // ceptionThrows.
.hash algorithm 0x00008004
.ver 0:0:0:0
}
.module 'Assembly-CSharp.dll'
...
Can this be a problem?