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Use the Plugin InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More infoSee in Glossary to specify the conditions under which Unity loads and references a plug-inA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More infoSee in Glossary file. You can also specify various other platform-specific settings for a plug-in.
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When you disable Auto Reference you cannot reference a plug-in from the predefined assemblies created for your project by Unity. These predefined assemblies contain all the scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More infoSee in Glossary in your project that you have not assigned to another assembly using an assembly definition file. Only code included in an assembly created with an assembly definition file can reference classes, functions, or other resources in a plug-in that has the Auto Reference property disabled.
You can also use explicit references to plug-ins to prevent plug-ins used in an Asset packageA collection of files and data from Unity Projects, or elements of Projects, which are compressed and stored in one file, similar to Zip files. Asset packages are a handy way of sharing and re-using Unity Projects and collections of Assets. More infoSee in Glossary from conflicting with other code in a project into which the package is imported.
When possible, the Inspector only shows settings that apply to the plug-in type on a specific platform. For example, for a native plug-inA platform-specific native code library that is created outside of Unity for use in Unity. Allows you can access features like OS calls and third-party code libraries that would otherwise not be available to Unity. More infoSee in Glossary file with a .dll extension, the Inspector only shows the options that apply to Windows since such a plug-in can only be used on Windows.
For dynamically loaded libraries, as well as for bundles and frameworks containing dynamically loaded libraries or any assets and resources that need to be loaded at run time, check the Add to Embedded Binaries option. When you check this option, Unity sets the Xcode project options to copy the plug-in file into the final application package. 2ff7e9595c
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