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Question by Duckey · Aug 08, 2013 at 11:06 AM · pluginsdependencies

Is there a way to build a game without all plugin dependencies?

We're developing a C# SDK that Unity can use. One of our dependencies is log4net, however as an SDK we support a situation where the log4net dll isn't present. The dependency is there, but the SDK works even without it. Unity, on the other hand, won't build the scene unless all dll dependencies are present under Assets somewhere, even if it works just fine in the player.

Am I missing something? Some configuration for Unity to ignore such situations? Or is it really that "stubborn" even though the underlying Mono framework seems to support this?

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Answer by Bunny83 · Aug 08, 2013 at 11:27 AM

Just use preprocessor tags. Scroll down to the very bottom. The last two sections should give you want you want.

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avatar image Bunny83 · Aug 08, 2013 at 11:30 AM 0
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Just realised: Do you build your SD$$anonymous$$ as assembly? If so you have to build two versions, one with and one without the dependencies.

avatar image Bunny83 · Aug 08, 2013 at 11:38 AM 0
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btw: What type of "build" do you create? Win / $$anonymous$$ac standalone, iOS, Android, webplayer, ...?

avatar image Duckey · Aug 08, 2013 at 11:50 AM 0
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The best answer I have for that is "yes". We're supposed to run on Win, iOS, and Android at least for the time being

avatar image Bunny83 · Aug 08, 2013 at 02:00 PM 0
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Even if it might be possible for the .Net / mono framework to ignore missing assemblies, iOS will not work since all code is aot compiled in xcode. I would strongly recommend to get rid of the dependency.

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