Unity3D 2.0.0-rc1

Suggested Alternatives

Unity3D 2.1.2

This is a prerelease version of Unity3D.
There is a newer version of this package available.
See the version list below for details.

Requires NuGet 2.5 or higher.

dotnet add package Unity3D --version 2.0.0-rc1
NuGet\Install-Package Unity3D -Version 2.0.0-rc1
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Unity3D" Version="2.0.0-rc1" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Unity3D --version 2.0.0-rc1
#r "nuget: Unity3D, 2.0.0-rc1"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Unity3D as a Cake Addin
#addin nuget:?package=Unity3D&version=2.0.0-rc1&prerelease

// Install Unity3D as a Cake Tool
#tool nuget:?package=Unity3D&version=2.0.0-rc1&prerelease

Unity Assemblies

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NuGet package NuGet downloads License Contributor Covenant Issues closed

This repository contains the source code for the Unity3D NuGet package.

Unity3D allows developers to effectively reference assemblies of the Unity game engine (e.g., UnityEngine.dll) as NuGet packages.

Unity® and the Unity logo are trademarks of Unity Technologies.

Contents

Basic Usage


<Project>
    <PropertyGroup>
        <UnityVersion>2022.1.1f1</UnityVersion>
    </PropertyGroup>
</Project>

<Project Sdk="Microsoft.NET.Sdk">
    <PropertyGroup>
        <TargetFramework>netstandard2.1</TargetFramework>
    </PropertyGroup>
    <ItemGroup>
        <PackageReference Include="Unity3D" Version="2.0.0-rc1" />
    </ItemGroup>
    
</Project>

Why Another NuGet Package for Unity?

Yes, it's true, there are a number of good NuGet packages for Unity already available on nuget.org. Unfortunately, most of these packages are no longer being updated and have a number of issues. Almost all of them fall into one of two categories:

  1. Containing the actual Unity binaries within the package. These packages include Unity3D.SDK by amelkor, UnityEngine by Leanwork, Unity3D.UnityEngine and Unity3D.UnityEngine.UI by Dzmitry Lahoda, and UnityEngine5 by Taiyoung Jang. The problem with these packages (aside from the questionable legality of re-distributing Unity Technologies' binaries), is that a new version of the package must be pushed for each new version of Unity. When these packages stop being updated (which has happened in almost every case), then they are no longer useful because they don't allow you to program against the latest Unity APIs. Most of them do not have versions for Unity 2019.1+, and/or do not support the modern .NET Standard profiles.
  2. Containing some kind of script that adds references to assemblies from a particular installed version of Unity. The main package in this category is Unity3D.DLLs by Precision Mojo, LLC. This package uses a PowerShell script to add references to the latest version of Unity installed on a user's machine. This is powerful, as it theoretically makes the package forward-compatible with all versions of Unity yet to come. Unfortunately, this package has not been updated since 2013, meaning that many of the NuGet/PowerShell conventions that it relied upon are no longer supported in the newest versions of Visual Studio. Even when the package was current, it located the Unity assemblies in a brittle and complex (though clever) manner that does not support the newer Unity Hub install locations, assumed that there was only one Unity installation per machine, and, more importantly, only worked on Windows (using the Windows registry).

Moreover, only Dzmitry Lahoda's packages seem to recognize the need for other Unity assemblies besides just UnityEngine. As more advanced Unity users will know, UnityEngine.dll doesn't contain everything. Editor scripts also require a reference to UnityEditor.dll; UI types like Text and Button require a reference to UnityEngine.UI.dll; assemblies from Asset Store assets are stored in the project folder under Assets/; and more and more types from UnityEngine.dll are being split into other assemblies as Unity continues to break up editor features into Packages.

Thus, here at Derploid Entertainment, we created the Unity3D package with the following goals:

  • Add the Unity assembly references programmatically, so that the package is forward-compatible
  • Use standard MSBuild tooling to add the references, rather than clunky scripts written in another language that may not be supported by future versions of Visual Studio
  • Easily reference additional Unity assemblies by adding simple Reference items to the project file, rather than finding and calling some obscure script
  • All references must work cross-platform (on Windows/MacOS/Linux)
  • Configuration should be minimal: just a Unity version, a project path for assemblies stored in the Unity project, and an optional install location for non-default cases.

Usage

Don't freak out! The basic usage example above will satisfy the large majority of use cases. The usage options below are for more advanced setups.

Editing the project file

As shown in the basic example above, our package only requires a UnityVersion property to be up and running. UnityVersion must be a complete version string, in the format used by Unity Hub (the values boxed in red in the screenshot below).

Unity version strings highlighted in the Unity Hub interface

To edit a project file in Visual Studio:

  • When targeting .NET Standard (recommended): just double-click on the project in the Solution Explorer
  • When targeting .NET 4.x: right click on the project in the Solution Explorer, click Unload project, then right click again to select Edit <YourProject>.csproj. When you're done editing the file, right click on the project again and select Reload project. Having to unload the project to edit it can be cumbersome, so check out this excellent article by Scott Hanselman for instructions on migrating to the newer, leaner SDK syntax that .NET Standard uses.

Choosing a TargetFramework

For new projects, you should use the modern "SDK-style" .csproj files, which have a root <Project Sdk="..."> element rather than <Project ToolsVersion="...">. This style yields smaller, more readable project files, and simplifies portability with projects built against other .NET runtimes. You should then use one of the following .NET Standard TargetFrameworks:

  • For Unity 2021.2+, use netstandard2.1
  • For Unity 2021.1 and below, use netstandard2.0

If, however, you are working with an existing, older project, then you may be forced to use one of the following .NET 4.x TargetFrameworks:

  • For Unity 2021.2+, use net48 :
  • For Unity 2020.2 - 2021.1, use net472
  • For Unity 2020.1 and below, use net461

If you don't, you will see errors like:

The primary reference ... could not be resolved because it has an indirect dependency on the assembly ... which was built against the ".NETFramework,Version=v4.[x]" framework. This is a higher version than the currently targeted framework ".NETFramework,Version=v4.[y]".

Referencing additional Unity assemblies

By default, we only add a reference to UnityEngine.dll, but there are several other Unity assemblies that you might need to reference for your project. These include, but are certainly not limited to, UnityEditor.dll for writing custom editors, or UnityEngine.UI.dll for referencing UI types like Text and Button. To reference these assemblies, add Reference items to your .csproj, like so:

<Project Sdk="Microsoft.NET.Sdk">
    
    <ItemGroup>
        <Reference Include="$(UnityInstallRoot)\$(UnityVersion)\$(UnityEditorPath)" Private="false" />
        <Reference Include="$(UnityInstallRoot)\$(UnityVersion)\$(UnityEngineUIPath)" Private="false" />
    </ItemGroup>
</Project>

Note the use of the UnityInstallRoot, UnityVersion, and *Path MSBuild properties. These properties spare you from having to remember the default Unity install path or the relative paths for any Unity assemblies, and they also let the references work across platforms (Windows/MacOS/Linux). See below for a list of short-hand assembly properties that we provide.

Also note the use of Private="false". This basically means "don't copy the referenced assembly to the output folder". This is recommended, so that Unity assemblies aren't being copied around unnecessarily, since they're automatically linked with managed plugins inside Unity.

If you want to reference a Unity assembly for which there is no short-hand property, you can just hard-code the path into the Reference item yourself. We always recommend starting with the $(UnityInstallRoot)\$(UnityVersion)\ properties though, as they let your project files build cross-platform, and let you edit your Unity version string in one place.

Referencing assemblies stored in a Unity project

You may need to reference assemblies stored in a Unity project folder (i.e., under Assets/ or Library/). This is especially common when your code and Unity project are stored in the same repository, and you want to reference assemblies in Asset Store assets or Packages that you've installed. In these cases, the path in your Reference items should be relative paths, so that they stay cross-platform. We recommend defining an MSBuild property called $(UnityProjectPath) to store this relative path, so that you can use it as a short-hand for multiple References. Moreover, we provide a couple short-hand properties for common assembly locations under the project root. For example, if you want to raise Standard Events with the Analytics package and use the Addressables workflow, then your .csproj would look something like:

<Project Sdk="Microsoft.NET.Sdk">
    <PropertyGroup>
        
        <UnityProjectPath>/relative/path/to/unity/project</UnityProjectPath>
    </PropertyGroup>
    <ItemGroup>
        <Reference Include="$(UnityProjectPath)\$(UnityAnalyticsStandardEventsPath)" Private="false" />
        <Reference Include="$(UnityProjectPath)\$(UnityScriptAssembliesPath)\Unity.Addressables.dll" Private="false" />
    </ItemGroup>
</Project>

Make sure the project has been opened in Unity recently, so that the Library/ folder actually contains the necessary assemblies!

Also note that, while we do provide short-hand properties for a couple assemblies under the PackageCache folder (see full list below), we do not provide short-hand properties for assemblies stored in the ScriptAssemblies folder. That folder is completely flat, so you can just reference assemblies there by filename.

Referencing assemblies at non-default install locations

Because Unity Hub is the tool recommended by Unity Technologies for installing Unity, we check for Unity assemblies within the Hub's default install locations (using the UnityInstallRoot property). If you are not using Unity Hub, or you are using a non-default install location, just set UnityInstallRoot to a different path. For example, if you were using a Windows machine and your Unity version was installed without the Hub in a Unity\ folder on your V: drive, then your .csproj would look something like:

<Project Sdk="Microsoft.NET.Sdk">
    <PropertyGroup>
        <UnityVersion>2022.1.1f1</UnityVersion>
        <UnityInstallRoot>V:\Unity</UnityInstallRoot>
    </PropertyGroup>
    
</Project>

Warning: When changing the UnityInstallRoot property (or OSInstallRoot), it is up to you to keep the paths cross-platform.

Removing the default reference to UnityEngine.dll

You may not want to keep our default reference to UnityEngine.dll, e.g., if you only need a reference to some other Unity assembly, or want to reference Unity's module assemblies directly. To remove the Reference from your project, simply use the MSBuild Item remove syntax, i.e., add the following line to an <ItemGroup> in your .csproj:

<Reference Remove="$(UnityInstallRoot)\$(UnityVersion)\$(UnityEnginePath)" />

Warning: If using directory imports, be sure to put the above line in Directory.Build.targets, not Directory.Build.props, otherwise you'll be trying to remove the Reference before it's been added!

Referencing the Unity core modules

UnityEngine.dll is actually built up from multiple smaller "module" assemblies stored in the UnityModulesPath. These modules contain types related to Audio, Animation, Particle Systems, Navigation, etc. If you are writing a managed plugin that references assemblies from a Package, you may get confusing compiler errors when using APIs from the Package that return types defined in a module. For example, if you reference the Unity UI Package from Unity 2019.2+, and use it to access ScrollRect.velocity (which returns a Vector2), you would see an error like Error CS0012 The type 'Vector2' is defined in an assembly that is not referenced. You must add a reference to assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.. This is because the Unity UI Package's assembly doesn't use the Vector2 type from UnityEngine.dll, it uses the type from UnityEngine.CoreModule, which is a module assembly. Therefore, the default reference to UnityEngine.dll added by this NuGet package does not satisfy the compiler.

The solution is to remove our default reference to UnityEngine.dll, and then reference each module that you need individually. So, for this particular example, your .csproj might look like the following:

<Project Sdk="Microsoft.NET.Sdk">
    
    <ItemGroup>
        <Reference Include="$(UnityProjectPath)\$(UnityScriptAssembliesPath)\UnityEngine.UI.dll" Private="false" />
        
        <Reference Remove="$(UnityInstallRoot)\$(UnityVersion)\$(UnityEnginePath)" />
        <Reference Include="$(UnityInstallRoot)\$(UnityVersion)\$(UnityModulesPath)\UnityEngine.CoreModule.dll" Private="false" />
        
    </ItemGroup>
</Project>

We do not provide short-hand properties for assemblies stored in UnityModulesPath. The folder is completely flat, so you can just reference assemblies there by filename. If you're unsure of which modules to reference, check out the Unity Scripting Manual. Every type includes an Implemented in note at the top of the page, telling you in which of Unity's core modules the type is implemented. For example, here is a screenshot of the manual page for Vector2:

Unity Scripting Manual page for Vector2, showing that the type is implemented in UnityEngine.CoreModule

Warning: There is a Unity module called UnityEngine.dll. This is not to be confused with the UnityEngine.dll under $(UnityInstallRoot)/Editor/Data/Managed. If you have removed the default UnityEngine.dll from your project, then you may still need to reference this module, for types like GUIElement, Network, ProceduralMaterial, etc.

Available Short-Hand Assembly Properties

Note that all of the following properties can be overwritten by setting the property manually in your project file. For example, in a PropertyGroup in your .csproj:

<UnityEngineUIPath>path/to/UnityEngine.UI.dll</UnityEngineUIPath>

Just be aware of which properties expect absolute paths, and which expect relative paths. As assembly paths change in future versions of Unity, you can continue referencing them by overwriting these properties, until we update the properties ourselves. This ability is why this NuGet package is "forward-compatible".

The assembly paths under the PackageCache use the * wildcard. This saves you from hard-coding a package version and having to update it each time you update from Unity's Package Manager Window. Unity only stores one version of a Package in the PackageCache folder, so you don't need to worry about multiple versions of the same Package being referenced by the wildcard.

Property Unity Version Default value Comments
OSInstallRoot Any C:\Program Files on Windows, /Application on MacOS, or /home/<username> on Linux.
UnityInstallRoot Any $(OSInstallRoot)\Unity\Hub\Editor
UnityManagedPath Any Editor\Data\Managed on Linux/Windows or Unity.app\Contents\Managed on MacOS.
UnityModulesPath Any $(UnityManagedPath)\UnityEngine This folder contains assemblies for Unity's core modules like the Audio, Animation, and ParticleSystem modules.
UnityExtensionsPath Any Editor\Data\UnityExtensions\Unity on Linux/Windows or Unity.app\Contents\UnityExtensions\Unity on MacOS.
UnityPlaybackEnginesPath Any Editor\Data\PlaybackEngines This folder contains target-platform-specific assemblies, e.g. those for iOS/Android.
UnityAndroidPlayerPath Any $(UnityPlaybackEnginesPath)\AndroidPlayer
UnityiOSSupportPath Any $(UnityPlaybackEnginesPath)\iOSSupport
UnityBuiltInPackagesPath >= 2017.2 Editor\Data\Resources\PackageManager\BuiltInPackages This folder contains Unity's built-in Packages, like IMGUI and TerrainPhysics.
UnityEnginePath Any $(UnityManagedPath)\UnityEngine.dll This reference is added by default. See above for instructions to remove it.
UnityEditorPath Any $(UnityManagedPath)\UnityEditor.dll
UnityEngineUIPath ⇐ 2019.2 $(UnityExtensionsPath)\GUISystem\UnityEngine.UI.dll. In Unity 2019.3+, use $(UnityProjectPath)\$(UnityScriptAssembliesPath)\UnityEngine.UI.dll instead.
UnityEngineTestRunnerPath ⇐ 2019.2 $(UnityExtensionsPath)\TestRunner\UnityEngine.TestRunner.dll In Unity 2019.3+, use $(UnityProjectPath)\$(UnityScriptAssembliesPath)\UnityEngine.TestRunner.dll instead.
UnityProjectPath Any N/A This property has no default value. Point it at the root folder of your Unity project, so that you can more easily reference Package and Asset Store assemblies (as described above).
UnityPackageCachePath >= 2017.2 Library\PackageCache
UnityScriptAssembliesPath Any Library\ScriptAssemblies
NewtonsoftJsonPath >= 2019.3 $(UnityPackageCachePath)\com.unity.nuget.newtonsoft-json*\Runtime\Newtonsoft.Json.dll Requires installation of the Performance Testing Extension for Unity Test Runner package.
NunitPath >= 2019.2 $(UnityPackageCachePath)\com.unity.ext.nunit*\net35\unity-custom\nunit.framework.dll Requires installation of the Test Framework package.
MoqPath 2019.2, 2019.3 $(UnityPackageCachePath)\nuget.moq*\Moq.dll Required installation of the Test Framework package. In Unity 2020.1+, download Moq from NuGet and import it as a managed plugin.
UnityAnalyticsStandardEventsPath >= 2019.2 $(UnityPackageCachePath)\com.unity.analytics*\AnalyticsStandardEvents\Unity.Analytics.StandardEvents.dll Requires installation of the Analytics Library package.
UnityEditorAndroidExtensionsPath Any $(UnityAndroidPlayerPath)\UnityEditor.Android.Extensions.dll See types under UnityEditor > UnityEditor.Android in the Unity Scripting API docs
UnityEditoriOSExtensionsCommonPath Any $(UnityiOSSupportPath)\UnityEditor.iOS.Extensions.Common.dll See types under UnityEditor > UnityEditor.iOS in the Unity Scripting API docs
UnityEditoriOSExtensionsXcodePath Any $(UnityiOSSupportPath)\UnityEditor.iOS.Extensions.Xcode.dll See types under UnityEditor > UnityEditor.iOS in the Unity Scripting API docs

FAQ

  1. Why would I use this NuGet package? The primary, intended use case for this NuGet is for Unity developers writing managed plugins (pre-compiled DLLs that will be imported into Unity) that also depend on Unity APIs. It allows developers to reference the Unity assemblies via Reference items in their project file, just like they might reference any other NuGet package or local assembly, but without having to remember Unity's assembly paths or keep them up-to-date and cross-platform. With the option to use Unity as a library in 2019.3+, developers might also use this package in native mobile apps created with Xamarin, or in really any library or executable that needs access to the Unity APIs.
  2. How does this work? This NuGet package imports an MSBuild .props file into your project, which adds the various properties and Reference items at build time.
  3. Are the Reference paths really cross-platform? Yes, but only paths that begin with the default $(OSInstallRoot) or $(UnityInstallRoot) properties. This works through a magical little combination of MSBuild Conditions and the IsOsPlatform() Property Function. Open the Unity3D.props file to see how we do it. 😉
  4. Is this package officially maintained by Unity Technologies? No, it is maintained by a few wild and crazy guys at Derploid Entertainment. However, we will be submitting this package to Unity Technologies as it gains traction, so that maybe we can finally have an officially supported NuGet package from Unity!
  5. If not, how is this legal? We're not actually distributing the Unity assembly binaries, just MSBuild files that reference them. This NuGet package won't add anything if you don't actually have a version of Unity installed on your machine.
  6. Why don't you use MSBuild <Target>s? Targets would allow us to do some fun things: we could read the $(UnityVersion) from a text file so there's not duplication with Unity's ProjectVersion.txt file, we could append $(UnityVersion) to reference paths automatically so you don't have type them all out, etc. However, a major goal of this package was to make things as transparent as possible, including showing the referenced Unity assemblies under the "Dependencies" node in Visual Studio's Solution Explorer just like other references. As of VS 2019, this does not work with references added by MSBuild targets, unfortunately. However, we are actively researching alternatives in this space, because less verbose reference paths would be awesome!
  7. Can you help me solve [error] in Unity version [version]? Possibly. We only test compatibility with, and offer support for, the latest Unity LTS releases and the TECH stream releases of the current year. Unity does not officially support versions older than that, so neither do we! That said, if you're having an issue with an older version of Unity, there's a good chance that we've seen it ourselves, so feel free to open an Issue!
  8. With which Unity versions has this NuGet package been officially tested? In the following:
    • 2018.4 LTS
    • 2019.4 LTS
    • 2020.1, 2020.3 LTS
    • 2021.1, 2021.2, 2021.3 LTS
  9. Why hasn't this repository been updated since [date]? The Unity3D NuGet package is very simple, with most of its functionality contained in a single small file. Between that, and the package's use of forward-compatible properties like UnityVersion that can be tweaked at design time, this repository simply does not require frequent updates. This does not mean that this project is dead; at Derploid, we still use the package in almost every project. Most changes going forward will be to add more short-hand assembly properties, especially for popular third-party assemblies published on the Asset Store, and to add test projects for new versions of Unity.

Contributing

Please refer to our Contributing guide.

License

MIT

There are no supported framework assets in this package.

Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

NuGet packages (4)

Showing the top 4 NuGet packages that depend on Unity3D:

Package Downloads
koiverse_lib_base

Package Description

Unilonia.Connector

Package Description

UnityUtil

A set of utility classes and components useful to any Unity project.

TECore

Package Description

GitHub repositories (1)

Showing the top 1 popular GitHub repositories that depend on Unity3D:

Repository Stars
realm/realm-dotnet
Realm is a mobile database: a replacement for SQLite & ORMs
Version Downloads Last updated
2.1.3 1,595 8/17/2023
2.1.2 895 4/26/2023
2.1.1 538 2/17/2023
2.1.0 355 1/27/2023
2.0.1 1,851 6/1/2022
2.0.0 418 6/1/2022
2.0.0-rc2 220 5/30/2022
2.0.0-rc1 207 5/21/2022
1.7.0 4,411 12/31/2020
1.6.0 695 12/17/2020
1.5.0 1,194 8/24/2020
1.4.0 858 7/27/2020
1.3.1 1,079 3/11/2020
1.3.0 993 12/23/2019
1.2.0 1,011 8/21/2019
1.1.0 995 6/20/2019
1.1.0-rc2 527 6/20/2019
1.1.0-rc1 534 6/19/2019
1.0.0-rc1 509 6/17/2019

- Unity version can now be parsed automatically from the ProjectVersion.txt file in a Unity project, if not set explicitly.
     - Added many new short-hand properties, with better naming (relative paths end in "Dir" or "Assembly", absolute paths end in "Path")
     - Reference Include paths no longer need to start with $(UnityInstallRoot)/$(UnityVersion). Most paths will now use a single short-hand property
     - If neither UnityVersion nor UnityProjectPath are explicitly set, then UnityVersion is set to a constant string to explain the issue