![]() ![]() ![]() For example, if only one set of scripts in your project use a plug-in, you could create an assembly definition file for those scripts and create an explicit reference to the plug-in. To control Build Settings for plug-ins use Platform settings.ĭisable Auto Reference in order to limit the scope in which a plug-in can be referenced by explicitly declaring all references to that plug-in. When you disable the Auto Reference option, Unity will not automatically reference the file during compilation. ![]() The Auto Reference option has no effect on whether a file is included in the build. Only code included in an assembly created with an assembly definition file can reference classes, functions, or other resources in a plug-in that has the Auto Reference property disabled. See in Glossary in your project that you have not assigned to another assembly using an assembly definition file. These predefined assemblies contain all the scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. When you disable Auto Reference you cannot reference a plug-in from the predefined assemblies created for your project by Unity. See Script Compilation and Assembly Definition Files for more information. You can declare references to a plug-in file for an assembly definition using the Assembly Definition Inspector window. Disable Auto Reference if you want to explicitly declare references to the plug-in instead. If Auto Reference is enabled, which is the default, then all predefined assemblies and assembly definitions automatically reference the plug-in file. The Auto Reference setting controls how a plug-in file is referenced by other assemblies and assembly definitions in the project. Select a plug-in file in the Project window to view the Plugin Inspector: Plugin Inspector for “MyPlugin.dll” General You can also specify various other platform-specific settings for a plug-in. NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed. See in Glossary to specify the conditions under which Unity loads and references a plug-in A set of code created outside of Unity that creates functionality in Unity. Use the Plugin Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. ![]()
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