Of course, any number of problems can and do happen.
Especially if you don't know where the DLL came from, what it does or what its dependencies are.
I'm talking about C# code that has been compiled and packaged as a . The simplest way of working is to store source code directly in your Unity project.
Indeed we can make use of DLLs that have been created for us by other developers. Many of the packages for sale on the Unity Asset Store include DLLs rather than source code. NET libraries that can be installed through nuget (at least the ones that work with Mono/Unity). I'm going to make arguments for and against using DLLs with Unity.
In this line of work there are no perfect answers, we must do our best given our understanding and knowledge at the time and aim to make the right tradeoffs at the right times.
But this has two downsides: But there is an alternative: Add a reference to the compiled DLL by clicking "Add Reference..." and choosing from the tab "Browse".
This seems to work fine initially, until the target DLL is updated and its version number changes.
In that article I talked about working with source code directly in your Unity project.
DLLs are another way to get code into your Unity project.
Let's assume you have a C# project in Visual Studio.
In that project, you reference an assembly (DLL) created by another of your projects.
Then all hell breaks loose and there is no way to fix this - from the GUI.
In my previous article I talked about Unity and Visual Studio: using Visual Studio to edit and maintain your Unity code.
Additional complexity must bring tangible benefits that outweigh the cost of that complexity. don't use DLLs until you are convinced that they will benefit you. Visual Studio integrates directly and you can use it easily for editing and debugging your code.