unity – do we create assembly references for non-code files?


I basically have a huge project and we just came to know about assembly definitions could speed up our compile time. I’ve got a lot of libraries hooked in, and when I tried to simply add an assembly definition file to my project directory for the plugins all sorts of error started to popup.

One of the error was this which was from the megafiers asset: from the asset store
Assets/MegaFiers/Scripts/MegaFiers/Modifiers/MegaDisplace.cs(60,4): error CS0246: The type or namespace name 'BurstCompileAttribute' could not be found (are you missing a using directive or an assembly reference?)

The place I put the assembly definition was like this:

---root dir
  |-plugin 1
  |-plugin 2
  |-Megafiers
  |  -Burst 
  |  -Editor
  |  -MegaControllers
  |  -Utils
  |-AssemblyDefinition

So, I’m kind of just suspecting that since all the assets are jabbed into AssemblyDefinition maybe the assembly definition didn’t contain non-code files such as materials, prefabs etc? I’m just guessing though, I have minimal knowledge on the subject. Please give me some insight on solving this issue. Thanks in advance.



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