Search Issue Tracker
By Design
Votes
2
Found in
2018.4
2019.4
2020.3
2020.3.2f1
2021.1
2021.2
Issue ID
1329712
Regression
No
Using a compiled C# DLL in a Unity project throws a build error
How to reproduce:
1. Open the attached "Repro.zip" project
2. Build "test" scene to Standalone
Expected result: Build succeeds when using a compiled C# DLL in a Unity project
Actual result: Build fails when using a compiled C# DLL in a Unity project
Full error:
ArgumentException: The Assembly UnityEditor.CoreModule is referenced by Magnetic3DUnityCamera ('Assets/Magnetic3D/Magnetic3DUnityCamera.dll'). But the dll is not allowed to be included or could not be found.
UnityEditor.AssemblyHelper.AddReferencedAssembliesRecurse (System.String assemblyPath, System.Collections.Generic.List`1[T] alreadyFoundAssemblies, System.String[] allAssemblyPaths, System.String[] foldersToSearch, System.Collections.Generic.Dictionary`2[TKey,TValue] cache, UnityEditor.BuildTarget target) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
UnityEditor.AssemblyHelper.FindAssembliesReferencedBy (System.String[] paths, System.String[] foldersToSearch, UnityEditor.BuildTarget target) (at <d6a6a4b561b9431dbfe2c61f7bf0d405>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Reproducible in: 2018.4.35f1, 2019.4.27f1, 2020.3.10f1, 2021.1.8f1, 2021.2.0a18
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The assembly Magnetic3DUnityCamera.dll references UnityEditor. You are not allowed to include this in a Standalone build as you will not have access to the editor from your player. You can exclude this assembly from your build in the assembly inspector. Click on the assembly in Unity and unselect Any Platform and only include Editor