for 2 days I am trying to find out, how to call a script (IronSource), that is in another directory and has no asmdef file, so I can include it as reference in my own asmdef. In detail, I want to access:
/Assets
/IronSource
/Scripts
/IronSource.cs
from
/Assets
/Scripts
/AdSys
/IronSourceCtrl.cs
and my assembly has its asmdef file in:
/Assets
/Scripts
/awesome.asmdef
Anyone can help how can I reference the IronSource script in IronSourceCtrl.cs??
If your script has no custom assembly, it will be inside some of the assemblies that Unity manage, in ur case Assembly-Csharp, and you can’t have a reference to these assemblies from ur custom assembly, so IMK the answer is - you can’t -, you need to create a second assembly for IronSource to tell your awesome.asmdef that it exists
Thanks for the quick reply! Awesome.asmdef is the definition of the assembly, that unites all the scripts in the Assets/Scripts/* folder. If I create a script ANYWHERE in Assets, but /Scripts folder, I can “see” the IronSource class and call methods from it. So there is really no chance, to access the IronSource stuff in my assembly c# scripts without creating an asmdef in the IronSource folder?
… this is a pain, why would IronSource not create an asmdef file on their own, the integration of MediaPlay so far is a huge PAIN! So much manual extra work…
It is an option, I just thought it might be a bad practice, when its actually a plugin, coming from another provider. But I will try that, thanks a lot for your feedback!