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So how much real C# can I use?
Hi fellows, I couldnt find simple answers to this so...
Now, how much C# can i use when programming Unity? For instance, - if I intend to deploy Android, can I use Linq? - if I intend to consume WCF services, can i use C#'s WCF libraries? - if i Intend to fully use Interfaces, inheritance, generic?
It is hard to believe for me that all this stuff will simply work when building android. Where can i find specifics on what's the exact subset of .net that is really ported to all plattforms.
Last, I understand that unity "sees" what i include and decides what dlls to include. About that... how is it that simply including the dll will suffice? I've been reading posts about "unity adding this or that dll into the apk"... i mean... what?
Is unity THAT great?
Answer by Sisso · Jun 27, 2014 at 01:24 AM
You can do almost anything if you provide the libraries. The unity have its standard libraries that are included by default, but anything outside you must provide in Plugin folder.
http://docs.unity3d.com/Manual/Plugins.html
I didn't know deep .net. But if the library don't do any crazy stuff (like try to use a assembly code) everything will work ok because the mono runtime is multiplatform.
For some enviroments that you can't run native code (like HTML5 or Flash) I think that you can't use plugins.
Just a small update: There seems to be some issues with mono in unity 5... they might be working on removing it... actually implementing unity's OWN .NET TO C/C++ CONVERSION We'll see...
Wow, another comment! This is the ultimate discussion about it The future of scripting in Unity
I am little scared with this il2cpp, remembers the google GWT that compile java into javascript. It works but.... for me will be always a big workaround :P
Answer by NoseKills · Jun 27, 2014 at 04:59 AM
Here's an answer to pretty much the same question with a link to the actual packages/libraries available in Unity .NET. :)