| name | assembly-definitions |
| description | Assembly definition management — when to create asmdefs, reference rules, Editor/Runtime/Test separation, platform filters, compilation speed optimization. |
| alwaysApply | true |
Assembly Definitions
Assembly definitions (.asmdef) split your project into separate compilation units. Without them, Unity recompiles ALL scripts on every change. With them, only the changed assembly and its dependents recompile.
When to Create an Asmdef
- > 50 scripts in a folder — the compilation speed benefit becomes noticeable
- Editor-only code — MUST be in a separate Editor assembly
- Test code — MUST be in separate test assemblies
- Shared library code — core utilities used across systems
- Third-party code — isolate external packages
Recommended Structure
Assets/
├── Scripts/
│ ├── Core/ # MyGame.Core.asmdef
│ │ ├── Core.asmdef
│ │ ├── Events/
│ │ ├── Pooling/
│ │ └── Utilities/
│ │
│ ├── Gameplay/ # MyGame.Gameplay.asmdef
│ │ ├── Gameplay.asmdef
│ │ ├── Player/
│ │ ├── Enemies/
│ │ └── Items/
│ │
│ ├── Systems/ # MyGame.Systems.asmdef
│ │ ├── Systems.asmdef
│ │ ├── Audio/
│ │ ├── Save/
│ │ └── UI/
│ │
│ └── Editor/ # MyGame.Editor.asmdef
│ ├── Editor.asmdef
│ └── CustomInspectors/
│
├── Tests/
│ ├── EditMode/ # MyGame.Tests.Editor.asmdef
│ │ └── Tests.Editor.asmdef
│ └── PlayMode/ # MyGame.Tests.Runtime.asmdef
│ └── Tests.Runtime.asmdef
Reference Rules (Dependency Direction)
Gameplay → Systems → Core
↓ ↓ ↓
(game) (audio, (events,
save, pooling,
UI) utilities)
Editor → [any runtime assembly]
Tests → [assembly being tested]
Never reverse the arrows. Core must not reference Gameplay. Systems must not reference Gameplay.
Asmdef JSON Structure
{
"name": "MyGame.Gameplay",
"rootNamespace": "MyGame.Gameplay",
"references": [
"MyGame.Core",
"MyGame.Systems"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
Editor Assembly
{
"name": "MyGame.Editor",
"rootNamespace": "MyGame.Editor",
"references": [
"MyGame.Core",
"MyGame.Gameplay"
],
"includePlatforms": ["Editor"],
"excludePlatforms": [],
"allowUnsafeCode": false
}
Key: "includePlatforms": ["Editor"] — this assembly is excluded from builds entirely.
Test Assembly
{
"name": "MyGame.Tests.Editor",
"rootNamespace": "MyGame.Tests.Editor",
"references": [
"MyGame.Core",
"MyGame.Gameplay",
"UnityEngine.TestRunner",
"UnityEditor.TestRunner"
],
"includePlatforms": ["Editor"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"],
"overrideReferences": true,
"precompiledReferences": ["nunit.framework.dll"]
}
Optional Dependencies
Use defineConstraints for optional package dependencies:
{
"name": "MyGame.DOTweenIntegration",
"defineConstraints": ["DOTWEEN"],
"references": ["MyGame.Core"]
}
This assembly only compiles if the DOTWEEN scripting define is present.
Common Mistakes
- Circular references — A references B, B references A → compilation error
- Editor referencing Runtime incorrectly — Editor asmdef can reference runtime, but runtime CANNOT reference Editor
- Missing reference — Type in Assembly A uses type from Assembly B, but A doesn't reference B → error
- Scripts outside any asmdef — these go into
Assembly-CSharp.dll which recompiles on ANY script change
- Root namespace mismatch —
rootNamespace should match the folder's intended namespace
Compilation Order
Unity compiles assemblies in dependency order:
- Assemblies with no dependencies (Core)
- Assemblies depending only on step 1 (Systems)
- Assemblies depending on step 1-2 (Gameplay)
Assembly-CSharp (scripts without asmdef — compiles LAST, slowest)
The fewer scripts in Assembly-CSharp, the faster your iteration time.