


The only exception to t$$anonymous$$s rule is if t$$anonymous$$s class is created before the compilation errors are introduced in w$$anonymous$$ch case I guess it enters the Unity cache until Unity is closed. Public void OnPreprocessBuild(BuildTarget target, string path)īut it seems that none of these callbacks execute if there is a compilation error. Public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) Public int callbackOrder => int.MinValue I have tried creating a class w$$anonymous$$ch implements the build hook interfaces: public class NuGetBuildProcessor : IPreprocessBuild, IActiveBuildTargetChanged, IProcessScene Unfortunately it seems that Unity cannot execute custom build steps if there is a compilation error.

T$$anonymous$$s way we don't need to store NuGet dependencies in source control, and both NuGet and Unity stick with the default conventions. I thought that a simple solution would be to write a custom build step w$$anonymous$$ch simply loops through all dependencies in the default NuGet storage location (./packages), and copies the relevant folder to. Unity (understandably) complains that an assembly `Newtonsoft.Json' with the same identity has already been imported. NET runtime w$$anonymous$$ch a package supports, I can't simply tell NuGet to install to Assets/Packages because (for example) NewtonSoft.Json downloads multiple. Since Unity doesn't respect NuGet conventions w$$anonymous$$ch download. W$$anonymous$$le I'm at it, I thought I would update the process to make it easier to use. NET support to 4.6, I am looking to update my package dependency process w$$anonymous$$ch I setup using t$$anonymous$$s great guide.
