We all throw dozens or hundreds of scripts into our Assets folder and let Unity build and load them. Usually this works well, but there are a number of reasons for wanting to compile at least some of your code into a DLL. This post outlines a method for building code with Visual Studio...
(or what I did at my first Hack Week with Unity) This post is about a little trick for breaking infinite loops in scripts in Unity. It works with Windows / 64 bit in the Editor and in 64 bit builds with script debugging enabled. With a little more effort it can be made to work ...
Compiles Unity Scripting API code to regular .NET DLLs (managed assemblies). Applies managed bytecode stripping. This step significantly reduces the size of a built game. Converts all managed assemblies to standard C++ code. Compiles the generated C++ code and the runtime part of IL2CPP with...
For this tutorial I will use Visual Studio 2015; as long as you know how to compile C++ code, you can chose whichever IDE you want. The first step to create an unmanaged C++ library is to create a project for it. Open Visual Studio, go toFile | New Projectand selectVisual C++ | Wi...
It will be available at My Game/Cheats in this case. At line 7 there’s a static method to create a window. At line 9 a window is created (if does not exist) or focused (if exists) – see GetWindow documentation. When the Unity compiles this code, you will notice a new menu ...
These functions may require additional libraries UnityEngine.AssetBundleModule.dll and UnityEngine.ImageConversionModule.dll. The editor version should not be higher than the Unity version in a game. Finally Last, compile this code by going to '''Build'> Build Solution (Ctrl + Shift + B)'and...
Figure 3includes another feature new in C# 6.0, the nameof operator. This is a new contextual keyword to identify a string literal that extracts a constant for (at compile time) the unqualified name of whatever identifier is specified as an argument. InFigure 3, nameof(filename) returns “fi...
Figure 3includes another feature new in C# 6.0, the nameof operator. This is a new contextual keyword to identify a string literal that extracts a constant for (at compile time) the unqualified name of whatever identifier is specified as an argument. InFigure...
If you find that the engine you chose just doesn’t feel right, you can always port your assets and design concepts to the other engine. You might have to rewrite some scripts, but doing so will only help increase your expertise in the new engine. What You’ll Need Luckily, both Unity...
Navigate to Project Settings > Other Settings > Configuration > C++ Compiler Configurationand set Debug if you need to compile faster than optimal. To get the Megacity-Metro sample, you can clone the project using Git. Please note that direct download of the project is not currently supported ...