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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
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.