You can define additional metadata for your assemblies and retrieve information on the assemblies included in a project build.
You can use assembly attributes to set metadata properties for your assemblies. By convention, assembly attribute statements are typically put in a file named AssemblyInfo.cs
.
For example, the following assembly attributes specify a few [.NET assembly metadata values], an [InternalsVisibleTo]
attribute, which can be useful for testing, and the Unity-defined Preserve attribute that affects how unused code is removed from an assembly when you build your project:
[assembly: System.Reflection.AssemblyCompany("Bee Corp.")]
[assembly: System.Reflection.AssemblyTitle("Bee's Assembly")]
[assembly: System.Reflection.AssemblyCopyright("Copyright 2020.")]
[assembly: System.Runtime.CompilerServices.InternalsVisibleTo("UnitTestAssembly")]
[assembly: UnityEngine.Scripting.Preserve]
Use the CompilationPipeline class to retrieve information about all assemblies built by Unity for a project, including those created based on Assembly Definition assets.
For example, the following script uses the CompilationPipeline
class to list all the current Player assemblies in a project:
using UnityEditor;
using UnityEditor.Compilation;
public static class AssemblyLister
{
[MenuItem("Tools/List Player Assemblies in Console")]
public static void PrintAssemblyNames()
{
UnityEngine.Debug.Log("== Player Assemblies ==");
Assembly[] playerAssemblies =
CompilationPipeline.GetAssemblies(AssembliesType.Player);
foreach (var assembly in playerAssemblies)
{
UnityEngine.Debug.Log(assembly.name);
}
}
}
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