Search Issue Tracker
Duplicate
Votes
4
Found in
5.4.0f3
Issue ID
824262
Regression
Yes
[iOS] [MonoDevelop] UnityEditor.iOS.Xcode namespace not available in Monodevelop on Unity 5.4x
Reproduction Steps:
1. Open User's Project
2. Open PostBuild.cs script
3. Add new namespace "using UnityEngine.iOS.Xcode;"
4. Notice that Monodevelop throws error
5. Build project to iOS
6. Notice that Unity does build even though Monodevelop threw an error
Expected behaviour: If Unity supports namespaces Monodevelop should too
Actual results: Monodevelop does not recognise "UnityEditor.iOS.Xcode" namespace
Comments (1)
-
Spoke
Aug 30, 2016 07:17
This should be an easy fix:
After adding:
<Reference Include="UnityEditor.iOS">
<HintPath>/Applications/Unity 5.3.6p1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>To Assembly-Sharp-Editor.csproj and Assembly-Sharp-Editor-firstpass.csproj everything worked as expected.
Since in the files you can find:
<Reference Include="UnityEditor.iOS.Extensions">
<HintPath>/Applications/Unity 5.3.6p1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
<HintPath>/Applications/Unity 5.3.6p1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Common">
<HintPath>/Applications/Unity 5.3.6p1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll</HintPath>
</Reference>Maybe they should be changed as UnityEditor.iOS.Extensions is not a valid namespace.
Unfortunately this is not a permanent solution, as the project is recreated by unity automatically.
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
- Animator state transition preview clips are flickering when zooming in
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
This is a duplicate of issue #808106