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Fixed in 2019.3.X



Found in


Issue ID




ReferenceOutputAssembly key is set to false in project references



1. Set External Tools to Visual Studio 2017 in Unity Editor
2. Open attached project
3. Double-click on any script in Assets -> Examples -> Scripts folder
4. In the Visual Studio 2017 solution Expand NavMeshComponents project
5. Double-click on NavMeshAssetManager.cs
6. => Studio highlights the types it cannot find in red

Reproducible with: 2019.3.12f1
Not reproducible with: 2018.4.22f1, 2019.3.11f1, 2020.1.0a1, 2020.1.0b8, 2020.2.0a9

  1. Response avatar

    Resolution Note (fix version 2019.3):

    Fixed in 2019.3.13f1

Comments (34)

  1. 710de8c57c5deed56a22b1fa50b37b96?d=mm


    May 06, 2020 10:47

    I found this piece of code on some forums few days after 12f1 was released. Just put this script somewhere inside your Assets folder and it should "fix" your .csproj file on import.

    (Replacing these lines by hand won't work. They will change back to false everytime the script gets changed -> saved -> reimported)

    using UnityEditor;
    public class FIX : AssetPostprocessor
    private static string OnGeneratedCSProject(string path, string content)
    return content.Replace("<ReferenceOutputAssembly>false</ReferenceOutputAssembly>", "<ReferenceOutputAssembly>true</ReferenceOutputAssembly>");

  2. 7dc5f71796cd382b3cd06993ea73dd5d?d=mm


    May 05, 2020 22:29

    Also effects Visual Studio 2019

  3. 3018f0fcce749ccadcadf585e62115d2?d=mm


    May 05, 2020 11:54

    @Luvikung None, except reverting your project to 2019.3.11f1 (not sure how feasible that would be) or switching to Visual Studio Code (which is not affected by this bug).

  4. Ac0de7ac9770116d26c33931c566fc2f?d=mm


    May 05, 2020 09:51

    Any work around method?

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