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Cross platform compatibility/integration of unity?
I want to develop some games, and I don't mind developing them in an arbitrary platform (I'll probably use Windows). However, I don't like putting platform constraints on people when unnecessary. Will a binary built in Unity run on any system with a sufficiently recent version of mono and OpenGL? Are there any other library requirements? Obviously Windows and MacOSX will work, but I'm hoping Linux and FreeBSD will work as well.
Also, I have Visual Studios 2010 - if I build libraries in that, is it difficult to import them into Unity projects? MonoDevelop is great, but I still moderately prefer the VS IDE.
Thanks!
Answer by Graham-Dunnett · Oct 25, 2012 at 01:25 PM
It's not sufficient to have opengl and mono on machine to run a Unity application. Unity builds native executables which run on a system in the same way as any other executable. Unity can create .exe files for Windows, .app applications for Mac, and binaries for Ubuntu Desktop.
Syntax Tree make working with Visual Studio and Unity easy. See http://unityvs.com/.
Thanks, Graham Dunnett, that answers my question perfectly.
Answer by dannyskim · Oct 25, 2012 at 06:26 AM
I find your questions to be pretty darn scatterbrain.
What does Mono have anything to do with running a Unity binary? Did you mean .NET Framework? Did you even bother perusing Unity's wealth of information before posting? I'll help you out anyway because I'm not that lazy:
http://unity3d.com/unity/system-requirements
System Requirements
System Requirements for Unity Authoring
Windows: XP SP2 or later; Mac OS X: Intel CPU & "Leopard" 10.5 or later. Note that Unity was not tested on server versions of Windows and OS X. Graphics card with DirectX 9 level (shader model 2.0) capabilities. Any card made since 2004 should work. Using Occlusion Culling requires GPU with Occlusion Query support (some Intel GPUs do not support that). The rest only depends on the complexity of your projects!.
System Requirements for Unity iOS Authoring
An Intel-based Mac Mac OS X "Snow Leopard" 10.6 or later The rest only depends on the complexity of your projects!
System Requirements for Unity Android Authoring
In addition to the general system requirements for Unity Authoring Windows XP SP2 or later; Mac OS 10.5.8 or later Android SDK and Java Development Kit (JDK) Android authored content requires devices equipped with: Android OS 2.0 or later Device powered by an ARMv7 (Cortex family) CPU GPU support for OpenGLES 2.0 is recommended
System Requirements for Unity-Authored Content
Windows XP or later; Mac OS X 10.5 or later. Pretty much any 3D graphics card, depending on complexity. Online games run on all browsers, including IE, Firefox, Safari, and Chrome, among others.
Mono, which is what Unity is built on, which is the open-source implementation of Microsoft's .NET framework and the Common Language Runtime, is pretty much the same as .NET. You can use Visual Studio as the integrated script editor for Unity in a Windows environment, as it's compatible to do so from the get go.
Please do not assume that because you do not fully understand a question asked (calling it scattered indicates that) that the person asking is lazy. I have seen the documentation you listed, and it does not answer my question - there are many ways to accomplish the listed requirements and the italicized portion at the end, one of which would result in it being fairly trivial to run the resulting binaries on a system with $$anonymous$$ono, provided all the required libraries were present as well.
I apologize then. As Graham has stated, its compiling to native formats. I made assumptions that you had already known this, which was ignorant of me.
NP. I've done the same before, myself. If you saw my response before I got to delete it, I'm sorry for being such an a--, that was a knee-jerk reaction.
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