Editor DLL Build Issue

Hi Guys,

I’m writing a DLL framework and want some custom inspectors for the framework built into the DLL. I have an issue that editor classes in the DLL won’t be removed automatically from the final build by Unity and so the build fails. Is there a clean and proficient way to include editor scripts in a DLL without it causing an issue with the build?

Thanks!

Create 2 versions, one being configured for usage in the editor and the other one for the platforms.

Yeah it’s frustrating, but I may have too. I want to avoid adding ‘extra steps’ to remember as there’s others in the team. Is there a better way?

What kind of extra steps?
You’d have compilation symbols and configure a build configuration that spits out the corresponding versions.
If you configure the output paths correctly, you can also let Unity configure the DLL settings for you (platform and architecture folders).
In the end you’d only need to click rebuld and everything will be importe automatically with the correct settings. No extra steps.