Unity.InkIntegration causes problem with build

I have a question about Ink-Unity integration. On a build phase i keep getting the Assets\Scripts\DialogueManager.cs(19,29): error CS0246: The type or namespace name ‘InkFile’ could not be found (are you missing a using directive or an assembly reference?) AND Assets\Scripts\DialogueManager.cs(5,11): error CS0234: The type or namespace name ‘UnityIntegration’ does not exist in the namespace ‘Ink’ (are you missing an assembly reference?) errors.

Dialog Manager looks as follows
using Ink.Runtime;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Ink.UnityIntegration;

public class DialogueManager : MonoBehaviour
{
    public TextAsset inkJSON;
    public DialogueContainer[] dialogueContainers;
  
    public Story story;
    public static DialogueVariables variables;
    public Text textPrefab;
    public Button buttonPrefab;
   
    
    [Header("Globals Ink File")]
    [SerializeField] public InkFile globalsInkFile;

    public int Health = 0;
    public bool finished = false;
    public bool reset = false;
       
    public string CurrentText;
   public Dictionary dialogueChanger = new Dictionary();

    void Start()
    {
        story = new Story(inkJSON.text);
       
            refreshUI();
            if (variables == null)
            {
                variables = new DialogueVariables(globalsInkFile.filePath);
            }
            variables.StartListening(story);    
    }

    void refreshUI()
    {
        //dialogVariables = new DialogVariables(globalsInkFile.filePath);
        // Debug.Log("new outcome is " + story.variablesState["outcome"]);

        eraseUI();
        
        Text storyText = Instantiate(textPrefab) as Text;
        storyText.text = loadStoryChunk();
        storyText.transform.SetParent(this.transform, false);

        foreach (Choice choice in story.currentChoices)
        {
            Button choiceButton = Instantiate(buttonPrefab) as Button;
            choiceButton.transform.SetParent(this.transform, false);

            Text choiceText = choiceButton.GetComponentInChildren<Text>();
            choiceText.text = choice.text;

            choiceButton.onClick.AddListener(delegate {
                chooseStoryChoice(choice);
            });

        }
    }

    void eraseUI()
    {
        for (int i = 0; i < this.transform.childCount; i++)
        {
            Destroy(this.transform.GetChild(i).gameObject);
        }
    }

    void chooseStoryChoice(Choice choice)
    {
        story.ChooseChoiceIndex(choice.index);
        refreshUI();
    }

    // Update is called once per frame
    void Update()
    {

    }

    string loadStoryChunk()
    {
        string text = "";

        if (story.canContinue)
        {

            text = story.ContinueMaximally();
            CurrentText = text;

        }
        Debug.Log("new outcome is " + story.variablesState["outcome"]); 
        return text;
    }

For me this works: Create a new Assembly Reference Definition in your scripts folder and select InkEditor as Assembly Definition there.

Hope this helps.

Hey, for anyone looking this up on google, I found the answer:
Pinned comment in this video:

It’s not my video, I just found this and had to share

Did you happen to resolve this? Im running into the same issue.,Did you happen to resolve this? I have the same issue.