Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2019.4.12f1
2020.2
2021.1
2021.2
Issue ID
1297508
Regression
No
Editor throws assembly reference error when custom assembly is used
How to reproduce:
1. Open the attached "SmartTool.zip" project
2. Open the "SmartTool" Scene
Expected result: Custom assembly is loaded succesfully
Actual result: Editor throws an assembly reference error
Reproducible with: 2018.4.31f1. 2019.4.18f1. 2020.2.2f1, 2021.1.2f1, 2021.2.0a2
Errors:
Assembly 'Assets/Scripts/SmartToolCommunication.dll' will not be loaded due to errors:
Unable to resolve reference 'PresentationFramework'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'Windows'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Unable to resolve reference 'System.Runtime.WindowsRuntime'. Is the assembly missing or incompatible with the current platform?
Reference validation can be disabled in the Plugin Inspector.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
This is by design: Unity is a cross platform product. Its runtime does not support Windows-only dependency by default.
We support WinRT dependencies within the UWP player, but can't load them in the editor.
In this case we suggest:
- remove dependency on PresentationFramework (we don't support it wether in editor or standalone player)
- if references to WinRT types are actually relevant, change the dll settings to make it only load in UWP platform and use conditional compilation to only use it when running in the UWP player.