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@neuroKip
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@neuroKip neuroKip commented Oct 3, 2017

Noticed that there are a lot of files called UnityEngine.dll and UnityEditor.dll (probably they are all the same). Also figuring out how pull requests work.

@StanleyGoldman
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StanleyGoldman commented Oct 10, 2017

Hey @mpOzelot ... thanks for the conbtribution!

- Copy [common/ApplicationInfo_Local.cs-example](../../common/ApplicationInfo_Local.cs-example) to `common/ApplicationInfo_Local.cs` and fill out the clientId/clientSecret fields for your application.

The build needs to reference `UnityEngine.dll` and `UnityEditor.dll`. These DLLs are included with Unity. If you've installed Unity in the default location, the build will be able to find them automatically. If not, copy these DLLs from your Unity installation into the `lib` directory in order for the build to work.
The build needs to reference `UnityEngine.dll` and `UnityEditor.dll`. These DLLs are included with Unity. If you've installed Unity in the default location, the build will be able to find them automatically. If not, copy these DLLs from `Unity/Editor/Data/Managed` into the `lib` directory in order for the build to work.
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So I think you have the right idea, but maybe we should make it the best of both worlds...
I was thinking...

copy these DLLs in Unity/Editor/Data/Managed from your Unity installation into the lib

What do you think?

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Yeah, we should be explicit about where things are. Would

copy these DLLs from `[your Unity installation path]\Unity\Editor\Data\Managed`

make sense to users? This is really only going to affect Windows users since on mac there's no way to tell the installer to install anywhere else.

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Yes, what you propose is even more clear.

@shana shana merged commit 10fdab0 into github-for-unity:master Oct 19, 2017
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shana commented Oct 19, 2017

Thank you @mpOzelot!

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