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Question by charlielee · May 19, 2014 at 04:45 AM · mecanim

using UnityEditorInternal name space on Mobile

I got an Error ...

error CS0246: The type or namespace name `UnityEditorInternal' could not be found. Are you missing a using directive or an assembly reference?

I added "using UnityEditorInternal;" already but error happend. can't we namespace of 'using UnityEditorInternal' on mobile ?

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Answer by Clet_ · May 19, 2014 at 04:48 AM

The namespaces UnityEditor or UnityEditorInternal are not included when you build for a platform. Those are only included when working in the actual UnityEditor.

For whatever reasons you needed those namespace at runtime, you'll have to find a workaround, because that can't be done

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avatar image charlielee · May 19, 2014 at 06:02 AM 0
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Thank you guys. I'd better find a workaround.

avatar image veandro · Apr 06, 2020 at 03:21 AM 0
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Thank you! This helped me. As a work around I wrapped my class in a conditional compilation statement like so: #if UNITY_EDITOR using UnityEditor; [CustomEditor(typeof(EntityPool))] [CanEdit$$anonymous$$ultipleObjects] public class EntityPoolEditor : Editor { } #endif [Platform dependent compilation][1] [1]: https://docs.unity3d.com/$$anonymous$$anual/PlatformDependentCompilation.html

avatar image Bunny83 veandro · Apr 06, 2020 at 03:39 AM 0
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That doesn't seem to make much sense. Custom editors should be located in an "editor" subfolder. Things in an editor folder are only compiled in the editor and not included in a build.

avatar image veandro Bunny83 · Apr 06, 2020 at 03:52 AM 0
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In my case this happened because i have created a UP$$anonymous$$ custom package which im sharing across games. Inside my unity package i created an editor folder with the scripts that edit some of my custom components. I then imported the package by adding it to the package manager through add "package through a git URL" button which imports the package without issue. But then when i tried to build the game for android it gave the error that the UnityEditor script wasn't found. Are you missing a using directive or an assembly reference? @Bunny83 Is that make sense?

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avatar image andrew_pearce_ · Jul 17, 2021 at 06:51 AM 0
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The workaround in my case was simple: the 3rd party plugins/tools were using "Editor" folder for interface. I simply created another Assembly Definition within "Editor" folder with only "Editor" selected for "Included Platforms". I hope it will help someone.

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