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Question by najaa3d · Dec 06, 2021 at 10:45 AM · visual studiodebuggingdeployment

Can Unity3D be used as "Renderer" for an existing App, without making the whole App into a "Unity App"?

We are currently using Urho3D.NET as our 3D renderer. It's good/solid, but has nowhere near the community/support of Unity3D. And so we're trying to find a way to make Unity3D "work" for us, and more Apps.

Many .NET Apps, would benefit from advanced/easy 3D Rendering. We're hoping that Unity3D can be "used as a renderer" for existing Apps, without forcing those Apps into becoming "Unity Apps", requiring them to "Build/Run/Deploy" from the Unity Editor.

It would be acceptable if there was just a way from Visual Studio to script the Unity Build/Deploy process via command-line interface, without requiring Unity Editor to open, so long as this process ran fairly fast, and didn't slow down the compilation/debugging process. (i.e. so that when you are ready to compile/debug your code, Unity is not adding too much wait time, before the debug session starts up).

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