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The idea behind assembly definitions is to split up the code to smaller modules, so if say, you change a bit of code related to character movement then you don’t need recompile all the code for animations and timed events and whatever types of unrelated scripts you have. Essentially if you have a large project with say hundreds of small scripts that each do something, if you change even one script unity will recompile All of them to make sure everything works right.
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No worries, I’ve been working in unity for years and honestly just learned about assembly definitions this year. It’s an absolute mess if you don’t know this though This is supposed to make compilation faster so when you just change one script you can organize it so only a few get recompiled instead of every single script in your project. The assembly definition should collect all the scripts in the folder it’s located as well as the extra scripts you create the references to like we just did above.
![unity visual studio setup default namespafe unity visual studio setup default namespafe](https://resources.jetbrains.com/help/img/rider/2021.3/Templates__selecting_scope.png)
You may also need to do the same for Tmprougui if you are using it in your UI. Then when it creates a field click on the empty box and find TMPro. Click on it and on the inspector view to the right look for some section with references and a plus button or add button, I can’t remember right now. Right click, create and make an assembly definition. Wherever this script you are working on is located (whichever folder, probably assets by default) open it up in the project view, the default bottom window. It’s likely an issue with assembly definitions which is somewhat new to unity. Good lord the number of times I have this exact same problem with fricking text mesh pro.