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UnityEngine.UI and UnityEngine.EventSystem missing reference in PC Build

Discussion in '5.4 Beta' started by letdoch, Mar 16, 2016.

  1. letdoch

    letdoch

    Joined:
    Apr 7, 2015
    Posts:
    18
    Hey everybody...first of all thanks for the work you've done so far to improve Unity.

    In the newest beta (Unity 5.4b10) i can't build for pc, because every script which is using UnityEngine.UI or UnityEngine.EventSystems throws the following error:

    error CS0234: The type or namespace name `UI' does not exist in the namespace `UnityEngine'. Are you missing an assembly reference?

    or

    The type or namespace name `EventSystems' does not exist in the namespace `UnityEngine'. Are you missing an assembly reference?

    In Editor Mode everything works fine. Is there a way to fix it by myself or do I need to wait for an update?

    Greets,
    Fabian
     
    keenanwoodall and Guhanesh like this.
  2. Firlefanz73

    Firlefanz73

    Joined:
    Apr 2, 2015
    Posts:
    1,316
    Hello,

    Since using the Unity 5.4 Beta I have the same error:

    the type or namespace name `ui' does not exist in the namespace `unityengine'. are you missing an assembly reference?

    21 times.

    Is there any way to fix it?

    Thanks a lot!
    Firlefanz
     
  3. hakankaraduman

    hakankaraduman

    Joined:
    Aug 27, 2012
    Posts:
    354
    I also have this error and can't build
     
  4. sebek89

    sebek89

    Joined:
    Jul 2, 2013
    Posts:
    5
    Android builds has the same problems with both of these namespaces on beta10.
     
    HendersonA likes this.
  5. CarlosRincon

    CarlosRincon

    Unity Technologies

    Joined:
    Jan 28, 2016
    Posts:
    127
    softrare likes this.
  6. hakankaraduman

    hakankaraduman

    Joined:
    Aug 27, 2012
    Posts:
    354
    @CarlosRincon I reimported all, now I have a different type of errors. There are lots of errors like below when build for android

    Maximum number (128) of shader keywords exceeded, keyword _CLIFFDETAIL_ON will be ignored.
    You will have to delete some shaders or make them use less keywords.
    Keywords used in project now: ANTI_FLICKER BILLBOARD_FACE_CAMERA_POS CHROMATIC_ADVANCED CHROMATIC_SIMPLE DIRECTIONAL DIRECTIONAL_COOKIE DIRECTSPEC_ON DIRLIGHTMAP_COMBINED DIRLIGHTMAP_OFF DIRLIGHTMAP_SEPARATE DISTORT DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON EFFECT_BUMP EFFECT_HUE_VARIATION ENABLE_COLOR_GRADING ENABLE_DITHERING ENABLE_EYE_ADAPTATION ETC1_EXTERNAL_ALPHA FOG_EXP FOG_EXP2 FOG_LINEAR GAMMA_COLOR GAMMA_COLORSPACE GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_BLEND GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH HDR_LIGHT_PREPASS_OFF HDR_LIGHT_PREPASS_ON HIGH_QUALITY IBLSPEC_OFF INSTANCING_ON LIGHTMAP_OFF LIGHTMAP_ON LINEAR_COLOR LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE NORMALMAPS_ON POINT POINT_COOKIE SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_NATIVE SHADOWS_OFF SHADOWS_SCREEN SHADOWS_SINGLE_CASCADE SHADOWS_SOFT SHADOWS_SPLIT_SPHERES SOFTPARTICLES_OFF SOFTPARTICLES_ON SPOT UNDISTORT UNITY_COLORSPACE_GAMMA UNITY_HDR_ON USE_CORNER_DETECTION USE_DIAG_SEARCH USE_PREDICATION USE_UV_BASED_REPROJECTION VERTEXLIGHT_ON VIGNETTE_ADVANCED V_MM_UVBAKER_COLORSPACE_GAMMA V_MM_UVBAKER_COLORSPACE_LINEAR V_MM_UVBAKER_COLORSPACE_NONE V_VC_EMISSION_OFF V_VC_EMISSION_ON V_VC_IBL_OFF V_VC_IBL_ON V_VC_MAIN_COLORS_OFF V_VC_MAIN_COLORS_ON V_VC_REFLECTION_OFF V_VC_REFLECTION_ON WATER_EDGEBLEND_OFF WATER_EDGEBLEND_ON WATER_OFF WATER_REFLECTIVE WATER_REFRACTIVE WATER_SIMPLE WATER_VERTEX_DISPLACEMENT_OFF WATER_VERTEX_DISPLACEMENT_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _BLENDGLOSS2_ON _CLIFFDETAIL_COLOR _CLIFFDETAIL_NONE _CLIFFDETAIL_NORMALS _DETAIL_MULX2 _DETAIL_OFF _DETAIL_ON _DIRECTSPEC_OFF _DIRECTSPEC_ON _EMISSION _EMISSIVENESS_OFF _EMISSIVENESS_ON _GLOSSYREFLECTIONS_OFF _IBLDIFF_AMBIENT _IBLDIFF_CUBEMAP _IBLDIFF_SKYSHOPSH _IBLDIFF_UNITYSH _IBLSPEC_OFF _IBLSPEC_ON _LAYERCOUNT_FOUR _LAYERCOUNT_ONE _LAYERCOUNT_THREE _LAYERCOUNT_TWO _LIGHTMAPPING_DYNAMIC_LIGHTMAPS _METALLICGLOSSMAP _NORMALMAP _NORMALMAPS_OFF _NORMALMAPS_ON _OVERLAYFOG_OFF _OVERLAYFOG_ON _PARALLAXMAP _SAMPLECOUNT_LOWEST _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SNOW_OFF _SNOW_ON _SOURCE_DEPTHNORMALS _SOURCE_GBUFFER _SPECGLOSSMAP _SPECULARHIGHLIGHTS_OFF _SUNDISK_SIMPLE _UVSEC_UV1 _WATER_OFF
     
  7. phil-Unity

    phil-Unity

    Unity UI Lead Developer

    Joined:
    Nov 23, 2012
    Posts:
    1,226
    So Re-import all is the current known work around for this issue. We have no yet found the root cause but will continue to investigate.

    @hakankaraduman That seems like a local issue with nothing to do with the re-import all process. It seems like you are over the 128 shader keywords.
     
    gohugo, softrare and hakankaraduman like this.
  8. steinbitglis

    steinbitglis

    Joined:
    Sep 22, 2011
    Posts:
    254
    This bug now seems to be in 5.3.5f1 as well.
     
    softrare and John-Gray like this.
  9. rzubek

    rzubek

    Joined:
    Aug 21, 2014
    Posts:
    72
    Confirmed, the "missing reference" error also happened to me on upgrade from 5.3.4pX to 5.3.5f1.

    Deleting the entire project library folder and letting it rebuild the DB worked successfully as a work-around.
     
    Last edited: Jun 17, 2016
    BitGamey and guowenbin90 like this.
  10. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,905
    Could you attach Editor.log where issue occurs?
     
  11. kvick

    kvick

    Joined:
    Sep 21, 2012
    Posts:
    6
  12. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,905
    kvick> the Editor.log you posted shows the compilation has succeeded
     
  13. tuandq77

    tuandq77

    Joined:
    Nov 18, 2015
    Posts:
    6
    me too.
    my project work fine on 5.3.4 f1
    But when update to 5.3.5p4. it can't build :(
     
  14. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,905
    Please post an Editor.log with the error.
     
  15. kvick

    kvick

    Joined:
    Sep 21, 2012
    Posts:
    6
    I did notice on the log it showed a successful compilation.

    So, it seemed like it would build the game just fine but I couldn't build the game on it's own so that I could attach visual studio to unity. Any time I tried that it would fail.

    I didn't do any extensive testing on the issue since I just wanted to get back to work so I didn't check if any new changes were being compiled and applied to the game but it seemed like they were.