Unrecognized assets cannot be included in AssetBundle: "....dll".

Hi Community im strugling with my upload of some asset iv made. The error when uploading the package that i get, goes like this: Unrecognized assets cannot be included in AssetBundle: “Assets/Resources/*****.dll”.

Im sure the problem lies with the .dll file, but i was told that .dll files are usable in unity and they work like they should, but uploading them might be a different thing.

Does anyone know what i should do about that? Greetings.

Dlls work fine in Unity, but script files (including dll’s) cannot be included in an Asset Bundle. Put all your scripts somewhere else in your project and only put stuff like meshes, prefabs, textures, etc. into asset bundles. Game objects and prefabs in your asset bundle can have scripts attached to them, but you can’t put the scripts themselves into the asset bundle.

EDIT: See PappyA’s answer below. I was mistaken about scripts in Asset Bundles. They work on some platforms, but not on iOS.

Thanks for that info, but how are Script-Files included if you were to upload an Editor-Plugin that only has Script-codes?

@LessThanEpic This statement is incorrect based on the documentation. http://docs.unity3d.com/Manual/scriptsinassetbundles.html

DLLs (assemblies) are supposed to be supported in Asset bundles and can be loaded and utilized at run time via reflection (on supported platforms). This is a bug, and I’m also experiencing it in Unity 5.3.2p4 when trying to add DLLs to asset bundles.

Has anyone else found a work around yet? What about you @Unity?

go.AddComponent(type) is fine, but what about maintaining links to MonoBehaviours in your scene objects?