[Mono-ue] A call to establish a C# / Mono development and build environment for the plugin
David Ford
davidfordaus at gmail.com
Thu Mar 19 23:47:57 UTC 2015
Ryan - do you have builds of Mono / C# for the latest version of UDK (4.7)
? - Are these something you'd be able to share if you do? We can host the
DLL's if you'd like - but the should also be able to be added to the Unreal
Git repo or similar.
On 20 March 2015 at 10:31, Ryan Burnham <nitro52 at iinet.net.au> wrote:
> While it’s understandable that there will still be issues because it’s a
> pre-release I have to admit about 90% of my time has been messing around
> just trying to get things to build properly. I’m not even getting to the
> point where I can start using you API to test things out. The turnaround
> time between rebuilds is painful when you’re trying to debug an issue.
>
>
>
> Are there actually changes to UE Editor to be able to support this plugin
> or is it just because we need to validate that we have access to the source
> to satisfy the Unreal Engine terms and conditions? If it’s just because of
> the licensing isn’t your git commit validation on your site enough to do
> this? It would be so much easier to be able to just copy some plugin dll’s
> into the right plugin folder and not have to worry about building
> everything.
>
>
>
> There are a few things this project needs to really help get this project
> moving.
>
> 1. An easier and more reliable setup process
>
> 2. Better community, Popper forums so when someone is helped with
> an issue they it doesn’t disappear and might be useful for others. A wiki
> as mentioned could be good as well for examples. I recently joined the
> Unreal Engine 4 Dev Community channel in skype the other day. Maybe a Mono
> for UE channel would help connect people.
>
>
>
> *From:* mono-ue-bounces at lists.ximian.com [mailto:
> mono-ue-bounces at lists.ximian.com] *On Behalf Of *Ali Scissons
> *Sent:* Friday, 20 March 2015 12:25 AM
> *To:* David Ford
> *Cc:* mono-ue at lists.ximian.com
> *Subject:* Re: [Mono-ue] A call to establish a C# / Mono development and
> build environment for the plugin
>
>
>
> The plugin isn't complete and not ready for production use, not to mention
> the plugin requires changes with UE4 itself (thus the patches). However,
> not everyone is required to build UE4/plugin from scratch. Once it is
> built, you should be able to redistribute it to your other developers and
> only have them setup with C# related tools like Xamarin Studio and it's
> plugin.
>
>
> Ali Scissons
>
>
>
> On Thu, Mar 19, 2015 at 7:34 AM, David Ford <davidfordaus at gmail.com>
> wrote:
>
> I'm somewhat confused as to why each developer wishing to use C# "must"
> recompile from source. As far as I can see there's nothing compelling
> within the Mono code that requires that each developer should rebuild for
> their own specific machine or environment.
>
>
>
> Can I suggest that the better (best) approach be that a virtualised build
> environment be established within Xamarin or Unreal / Epic, and that a
> single developer be tasked with updating the Mono plugin on each release of
> the game engine (presumably the API's don't change between patches to point
> releases - eg 4.7 + patch will be compatible with the plugin if 4.7 raw is
> compatible. This developer wouldn't be full time, but may perhaps spend a
> day each month (or less, assuming straightforward compatibility between
> releases).
>
>
>
> At this stage there is potentially a vast amount of wasted effort having
> every C# developer establishing a full Mono build environment and toolchain
> for C#, when in fact most developers (including myself) simply want to
> download the Mono plugin and add it to the UDK, then add our own C#
> assemblies.
>
>
>
> We currently have one developer spending several days simply getting a
> Mono C# plugin environment to run, when in reality a pre-built Mono plugin
> would have removed all of that needless effort, and reduced the time to
> hours at most.
>
>
>
> We would prefer to use Unreal rather than Unity, however at this stage I
> may pull our Unreal development completely and switch our (early phase)
> project to the Unity platform based solely on the lack of a simplified
> development toolchain with C# / Mono.
>
>
>
> Note that all the other code for our project (20 + C## projects, tens of
> thousands of lines of code) are C#, and I see no reason to add a small
> amount of C++ purely to support Unreal, and based solely on the fact that
> recompiling the Mono C# plugin for each UDK release is non-core effort.
>
>
>
> Best regards
>
> David Ford
> 0421 659 552
>
>
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>
>
>
--
Best regards
David Ford
0421 659 552
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