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Mono for Unreal Engine

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1–10 of 94 posts

Re: Mono for Unreal Engine

#2
Maybe 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.

Re: Mono for Unreal Engine

#3
post #2

Maybe 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.

Re: Mono for Unreal Engine

#4
Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

Re: Mono for Unreal Engine

#5

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

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 debugging.

Re: Mono for Unreal Engine

#8
post #5

Hopefully, Xamarin will add Visual Studio support in the Indie dev plan at some point. Currently, if you want to support iOS, Android and use Visual Studio you need to pay $1798 per year which is a bit more for a one man shop.

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).

Re: Mono for Unreal Engine

#9
post #2

Maybe 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.

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.

Re: Mono for Unreal Engine

#10
post #5

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).

Thanks for sharing your experience.

Xamarin Studio is definitely rough around the edges but for the most part it seems to get the job done. For example, I've had issues where the update dialog steals the modal focus from the source control dialog(s) and that's basically the end of all interaction with the app until I restarted it.

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