平台相关的编译
Assembly Definitions

特殊文件夹和脚本编译顺序

Unity 保留了一些项目文件夹名称来指示内容具有特殊用途。其中一些文件夹会影响脚本编译的顺序。这些文件夹名称为:

  • Assets
  • Editor
  • Editor default resources
  • Gizmos
  • Plugins
  • Resources
  • Standard Assets
  • StreamingAssets

See Special folder names for more information about these folders.

Predefined assemblies

Unity compiles scripts in four separate phases, based on where the script file is located within the project folder structure. Unity creates a separate CSharp project file (.csproj) and a predefined assembly for each phase. (If there are no scripts eligible for a compilation phase, Unity does not create the corresponding project file or assembly.)

Compilation order is significant when a script references a class compiled in a different phase (and therefore located in a different assembly). The basic rule is that anything that is compiled in a phase after the current one cannot be referenced. Anything that is compiled in the current phase or an earlier phase is fully available.

编译阶段如下:

Phase Assembly name Script files
1 Assembly-CSharp-firstpass Runtime scripts in folders called Standard Assets, Pro Standard Assets and Plugins.
2 Assembly-CSharp-Editor-firstpass Editor scripts in folders called Editor that are anywhere inside top-level folders called Standard Assets, Pro Standard Assets and Plugins.
3 Assembly-CSharp All other scripts that are not inside a folder called Editor.
4 Assembly-CSharp-Editor All remaining scripts (those that are inside a folder called Editor.

注意:Standard Assets 仅在 Assets 根文件夹中有效。

You can organize the scripts in your project using your own assemblies by creating assembly definition files. Defining your own assemblies can reduce the amount of code that needs to be recompiled when you make an unrelated code change and can provide more control over dependencies to other assemblies. See Script Compilation - Assembly Definition Files for more information.

平台相关的编译
Assembly Definitions