既然讲到UnityEditor,我们需要明确一下UnityEditor的概念和使用范围,如果我们现在直接打包游戏,会得到一个编译报错: Assets\MenuTest.cs(7,6): error CS0246: The type or namespace name 'MenuItemAttribute' could not be found (are you missing a using di
这将确保 Unity 的字节码剥离过程在导出到 IL2CPP 平台时不会删除必要的数据。 参考资料 Unity - Manual: Referencing additional class library assemblies 本文会经常更新,请阅读原文:https://blog.walterlv.com/post/unity-starter-reference-dlls-and-add-nuget-package-for-unity-csharp-projects.html,以避免陈旧...
使用Unity 2022及以上版本编译GME Demo时会出现以下报错:Assets\Scripts\Demo\AudioListModel.cs(6,19): error CS0234: The type or namespace name 'UI' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?) 打开菜单栏“Windows” -》“Package Manager”,安装...
首先,编写脚本从Editor中,遍历获取所有的类型信息,建立guid到类型信息的映射: <guid, assembly-namespace-classname> 然后,解析globalgamemanagers.assets文件,获取类型信息到文件内索引的映射: <assembly-namespace-classname, localFileID> 这样,就可以将YAML中的脚本引用guid,序列化为localFileID了。 Editor内的脚本如...
Type UnityEngine.Mesh' does not contain a definition forGetTriangleStrip’ and no extension method GetTriangleStrip' of typeUnityEngine.Mesh’ could be found. Are you missing an assembly reference? 错误指出:Mesh不包含GetTriangleStrip的定义,也没有UnityEngine类型的扩展方法“GetTriangleStrip”。
Add Unity assembly references programmatically, so that the package is forward-compatible Add references via standard MSBuild tooling, rather than clunky scripts in unfamiliar or unsupported programming languages Allow devs to reference additional Unity assemblies with simpleReferenceitems in the project file...
error CS0234: The type or namespace name ‘AssetDatabase’ does not exist in the namespace ‘UnityEditor’ (are you missing an assembly reference?) ps:上面两种错误都是同一种问题造成的,报错不一样的原因是由于UnityEditor在代码中的位置不同造成的: ...
error CS0246: The type or namespace name 'Command' could not be found (are you missing a using directive or an assembly reference?) error CS0115: 'LobbyManager.OnStartHost()': no suitable method found to override error CS0115: 'LobbyManager.OnMatchCreate(bool, string, MatchInfo)': no suita...
when using the larger .NET 4.x profile, some of the assemblies shipped with Unity aren't referenced by default. To use these APIs, you must manually add an assembly reference. You can view the assemblies Unity ships with in theMonoBleedingEdge/lib/monodirectory of your Unity editor installat...
AssemblyIsEditorAssembly ->具有该属性的程序集中的任何类都将被视为编辑器类 程序集级别的属性。具有该属性的程序集中的任何类都将被视为编辑器类。 (暂不清晰用法) BeforeRenderOrderAttribute->自定义渲染前回调的顺序 当您需要为 Application.onBeforeRender 指定自定义回调顺序时,使用此 BeforeRenderOrderAttribut...