Earlier quoted context omitted.
Now that they've added a profiler as another differentiator the chances of that happening may have improved slightly. They do have 'call us' deals for small/new businesses. I'm wondering if you would mind sharing what features you miss the most when you are away from Visual Studio? I've not tried it but I'd guess a lot of the editing is possible even if you do wind up stuck using Xamarin Studio for building and debug…
I've never played enough with Xamarin Studio and only tested Xamarin Business with Visual Studio (I've used a 30 days trial).
Mono for Unreal Engine
61–70 of 94 posts
Re: Mono for Unreal Engine
#62Re: Mono for Unreal Engine
#63Definitely game changing. The barrier to move from Unity to Unreal is really low if this works out. Still best to do C++ where possible but this opens up Unreal drastically.
> The barrier to move from Unity to Unreal is really low if this works out. Not at all. You still have a huge chunk of your code written specifically for interfacing with UnityEngine. Also, coroutines instead of async. It still won't be easy to migrate.
Re: Mono for Unreal Engine
#64Good! Unity is in a desperate need for competition. How old is their Mono version again?
Re: Mono for Unreal Engine
#65Good! Unity is in a desperate need for competition. How old is their Mono version again?
Re: Mono for Unreal Engine
#66Earlier quoted context omitted.
C# has very defined behaviour that when "ported" to C++ is going to result in similar speed hits. Allocations are zero'd out. boxing/unboxing objects, array bounds checking. GC is going to be the big hit as you're still going to need to pay for that even in C++ land. I'm not really seeing what you'd get over just C# with a more modern JIT unless you start converting to non-safe C code and doing sneaky c stuff behind…
First and foremost, compiling to C++ means you then optimize it using a full C++ compiler like gcc or clang+LLVM. Not only are those compilers generally better than JITs, they can also do whole-program optimizations. JITs are getting that too (Dalvik=>ART, newer .NET runtimes), but the C and C++ compilers have a big head start. (In theory a JIT can do all the things C++ compilers do, of course.) Aside from performanc…
Re: Mono for Unreal Engine
#67Re: Mono for Unreal Engine
#68Awesome, the last thing that held me back jumping ship from Unity was that i love C# so much and have no prior C++ experience.
Re: Mono for Unreal Engine
#69Earlier quoted context omitted.
I suspect the issue is related to the licensing fee which might be on a per dev seat and hence might not fit unity 3d's business model. Unless there is a hard stop issue, business wise, it won't happen.
When unity got their mono license xamarin wasn't yet a business, hence the license was most likely zero.
I imagine they bought a perpetual license to distribute sans-GPL the full code of a specific version of mono from Novell.
This thread has a bunch of speculation and a few comments from unity developers: http://forum.unity3d.com/threads/new-version-of-mono-with-un...
Re: Mono for Unreal Engine
#70Maybe this will light a fire under Unity to get a recent version of a C# compiler. No one has ever been able to point me to an official explanation for why theirs is so far behind.
The unoffical reason is Xamarin wants too much money.
• The C# compiler is dual-licensed under the MIT/X11 license and the GNU General Public License (GPL).
• The tools are released under the terms of the GNU General Public License (GPL).
• The runtime libraries are under the GNU Library GPL 2.0 (LGPL 2.0).
• The class libraries are released under the terms of the MIT X11 license.
and:
When do I need to obtain a license from Xamarin to the Mono Runtime?
We only require licensing for uses of Mono and Moonlight on embedded systems, or systems where you are unable to fulfill the obligations of the GNU LGPL.