Search Issue Tracker
By Design
Votes
1
Found in
2019.2
2019.2.15f1
2019.3
2020.1
Issue ID
1205367
Regression
Yes
"UnityEngine.dll" doesn't automatically reference its individual DLLs preventing project compilation
Reproduction steps:
1. Create a New Project and download "1205367.zip"
2. Copy the "ScriptAssemblies" folder from the projects "Library" folder and paste it into "DLL" folder
3. Copy the "Managed" folder from the Editor install folder ("Editor/Data") and paste it into "DLL" folder
4. Open the "new.csproject" file from the "Script" folder
5. "Build"
Expected Result: Build succeeds
Actual Result: Build fails
Reproduced with: 2020.1.0a17, 2019.3.0f3, 2019.2.17f1
Not reproducible with: 2019.1.14f1
Wasn't able to test on: 2018.4.15f1, 2017.4.36f1
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 (2020.1.X):
After UnityEngine.UI.dll was moved to a package and now compiled by Unity, it is now compiled against the UnityEngine.*Module.dll assemblies.
This means that any assembly that referencing any of the package assemblies also needs reference the UnityEngine.*Module.dll assemblies instead of UnityEngine.dll.
In this case the compile errors is caused by a missing reference to UnityEngine.CoreModule.dll because the package UnityEngine.UI.dll references it.