Unity also includes scripts in any child folders in the same assembly, unless the child folder has its own Assembly Definition or Assembly Reference asset. Unity takes all of the scripts in a folder that contains an Assembly Definition asset and compiles them into an assembly, using the name and other settings defined by the asset. Then create Assembly Definition assets to specify the assembly properties. #UNITY DEFINITION CODE#To organize your project code into assemblies, create a folder for each desired assembly and move the scripts that should belong to each assembly into the relevant folder. Assembly Definition Reference properties.Getting assembly information in build scripts.Finding which assembly a script belongs to.Defining symbols based on project packages.Referencing a precompiled, plugin assembly.Creating an Assembly Definition Reference asset. #UNITY DEFINITION HOW TO#This section discusses how to create and set up Assembly Definition and Assembly Reference assets to define assemblies for your project: Similarly, because Library doesn’t depend on any other assemblies, you can more easily reuse the code in Library in another project. Because Main references Stuff and not the other way around, you know that any changes to the code in Main cannot affect the code in Stuff. The above diagram illustrates how you might split up the code in your project into multiple assemblies. Scripts in the assemblies you define for your project are no longer added to the default assemblies and can only access scripts in those other assemblies that you designate.
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