Assembly issue

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kurismakku
Posts: 3
Joined: Wed Jul 16, 2025 2:42 pm

Assembly issue

Post by kurismakku »

Hi everyone,

So we wanted to start using assembly definitions, and we defined one for our code base. The PixelCrushers asset is located outside of that folder, Assets/Plugins, while our codebase is in Assets/Framework.

We had to link a lot of assembly files, and for some assets create ones, and after 400 errors, the only ones remaining are related to PixelCrushers.

I tried to reimport it, download newest version, I assigned PixelCrushers, DialogueSystem, Editors for both, and even Wrappers Editor, and still doesn't work.

I also installed Addressables and assigned them to PixelCrushers and DialogueSystem asmdef files. Also noticed that Cinemachine is greyed out, and tried adding Unity.Cinemachine. This didn't help so I discarded it.

Scripts\Checkpoints\GGCheckpointBase.cs(3,7): error CS0246: The type or namespace name 'PixelCrushers' could not be found (are you missing a using directive or an assembly reference?)

It cannot find ConversationPopup, DialogueManager, DialogueEntry, Field, etc., and on top of the class this is underlined with red: using PixelCrushers.DialogueSystem;

Any suggestions on how to fix this? Thank you!
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Tony Li
Posts: 23446
Joined: Thu Jul 18, 2013 1:27 pm

Re: Assembly issue

Post by Tony Li »

Hi,

Did you import the Dialogue System's preconfigured assembly definition files (asmdefs)? They take care of a lot of the configuration for you.

You'll need to create an asmdef in Assets\Scripts or Assets\Scripts\Checkpoints and add the PixelCrushers and DialogueSystem asmdefs to its Assembly Definition References list, then click Apply. This will give Assets\Scripts\Checkpoints\GGCheckpointBase.cs access to the Dialogue System.
kurismakku
Posts: 3
Joined: Wed Jul 16, 2025 2:42 pm

Re: Assembly issue

Post by kurismakku »

]Hi Tony,

Thank you for a quick reply, appreciate it.

So, my framework assembly is located in Assets/Framework/Assets/Framework2 folder. The Checkpoint scripts are in Framework2/Core/Scripts/Checkpoints, so this should be fine as the assembler is in a folder that is parent of the subfolder of the script.

As for how I added PixelCrusher assemblies, I found a few packages:
- CommonAssemblyDefinitions - added PixelCrushers, PixelCrushersEditor, PixelCrushersWrappersEditor
- DialogueSystemAssemblyDefinitions - added DialogueSystem, and DialogueSystemEditor, though I also notice it has PixelCrushers as well
- there is also Yarn, but I didn't open that one, as I am not using it

my assembly:
https://ibb.co/2HJQnk1

pixelcrushers related:
https://ibb.co/KcjmNn3f
https://ibb.co/NntTYCMb
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Tony Li
Posts: 23446
Joined: Thu Jul 18, 2013 1:27 pm

Re: Assembly issue

Post by Tony Li »

Hi,

Those look fine. What are the "using" statements at the top of GGCheckpointBase.cs?

Are there any asmdefs inside Framework2/Core, Framework2/Core/Scripts, or Framework2/Core/Scripts/Checkpoints?
kurismakku
Posts: 3
Joined: Wed Jul 16, 2025 2:42 pm

Re: Assembly issue

Post by kurismakku »

So our setup is that for the project we have 2 gits, one is for the game specific, and one is the framework. I tried to make that this asset is not part of the framework, so I downloaded it through the game package manager. But it works if added through framework project.

Now I am getting this error though, and for some reason I cannot download the package:
https://www.pixelcrushers.com/phpbb/vie ... php?t=9248

Tried this link, and it says that the download doesn't exists:
https://pixelcrushers.com/dialogue_syst ... itypackage]PixelCrushers_InputDeviceManagerPatch_2025-06-27.unitypackage

To explain more, this is my folder structure:
Assets
Framework/Assets/Plugins/PixelCrushers
Plugins

So you can notice here that I have an additional Assets/Plugins folder. Framework folder is a different git URL, and that is where I download Dialogue System through Unity Package System.
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Tony Li
Posts: 23446
Joined: Thu Jul 18, 2013 1:27 pm

Re: Assembly issue

Post by Tony Li »

Hi,

The Git repos shouldn't matter to Unity. Unity just cares about the project folder structure.

The links for those files were using "http:" instead of "https:" for some reason. (Probably a bad copy-paste on my part.) However, you could alternatively just import DS version 2.2.56 as a clean import from Package Manager instead of using the patch files.
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