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Unity visual studio setup default namespafe code#
So now you can decide which code gets compiled into which assembly. You just throw a special kind of Asset (via Create→Assembly Definition) in a directory and that tells Unity to compile every script file in this directory and sub directories without ADF to an own DLL file. Here you can see the most common directories with “magic” names that indicate the compiled assemblies: Predefined AssembliesĪssembly Definition Files break this pattern and do not rely on special names.
![unity visual studio setup default namespafe unity visual studio setup default namespafe](https://i.stack.imgur.com/z4l2D.png)
Actually there are 4 main predefined assemblies:ĭepending under which directory path a script file has been saved, Unity decides in which of the predefined assemblies the code will be compiled. So everything lives in one DLL? Not quite. These assemblies are predefined and contain the compiled result from the scripts in Unity that are not in ADFs. The name “Assembly-CSharp.dll” ring a bell in your head? You probably have seen it when Unity generates a CSharp project or compiles your code in the finished game Player build. Let us look at a short overview on how ADFs work and then dig into some tricks and details you should know about before migrating your project to use ADFs. In my opinion ADFs solve many problems in Unity.
![unity visual studio setup default namespafe unity visual studio setup default namespafe](https://docs.visionlib.com/v2.2.0/HoloLensBuildSettings.png)
I will also refer to Assembly Definition Files with the short form ADF. Most features are also available in older version. The feature has been developed and improved in following versions and I want to stress that all features shown in this post are based on the Unity 2020.2 version. In Unity version 2017.3 we got introduced to Assembly Definition Files that showed a lot of potential to solve some code related problems in big Unity projects.