[Mono-ue] Mono for Unreal and .net Core

Miguel de Icaza miguel at microsoft.com
Tue Nov 1 17:31:04 UTC 2016


Hello,

We are working on the code drop.

I thought we had updated the web page recently, can you poing me to the link that we need to update?

Miguel.

From: Mono-ue <mono-ue-bounces at lists.dot.net> on behalf of Preston <coveredmirror at gmail.com>
Date: Tuesday, November 1, 2016 at 12:53 PM
Cc: "mono-ue at lists.dot.net" <mono-ue at lists.dot.net>
Subject: Re: [Mono-ue] Mono for Unreal and .net Core

Has there been any news about the plugin? There hasn't been an update posted on the https://mono-ue.github.io/<https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fmono-ue.github.io%2F&data=02%7C01%7Cmiguel%40microsoft.com%7Cb8cd1ec3f6f34bb914eb08d40277a297%7C72f988bf86f141af91ab2d7cd011db47%7C1%7C0%7C636136160240372870&sdata=fwrQP56GcbHp%2BdNVGgmXziHg6b4ZHflNiVdJG1OmQac%3D&reserved=0> yet and the download link still points to the old email thread about citing problems with the Unreal EULA.

Thanks,
Preston

On Tue, Oct 25, 2016 at 5:53 PM, <nitro52 at iinet.net.au<mailto:nitro52 at iinet.net.au>> wrote:

Thanks for the insight. Either way having acess to c# in UE will be great. Cant wait to get another working version

On 26 Oct 2016 4:05 AM, Mikayla Hutchinson <m.j.hutchinson at gmail.com<mailto:m.j.hutchinson at gmail.com>> wrote:

>

> Mono is already using a fair bit of code from .NET Core. It's too early to say exactly what the long term will be but we'll definitely be sharing/converging more over time.
>
> Today, Mono is easier to embed (especially the low level stuff we're doing) and supports a number of gaming platforms that .NET Core does not such as iOS/tvOS, Android, and PS4. Mono also has a GC Bridge (developed for Android) that allows two GCs to work together, which will be very useful for the UE integration.
>
> - mikayla
>
>
> On Oct 25, 2016 14:50, "Ryan Burnham" <rburnham at iinet.net.au<mailto:rburnham at iinet.net.au>> wrote:

>>

>> Hi guys,
>>
>>
>>
>> Since last time it was decided to stop working on mono for unreal I looked into some possible alternatives. I had always planned to start working on a C# script plugin for Unreal. I did some research I thought it should be possible using the C# script engine in .net core (I think this is it https://github.com/dotnet/roslyn/wiki/Scripting-API-Samples<https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fdotnet%2Froslyn%2Fwiki%2FScripting-API-Samples&data=02%7C01%7Cmiguel%40microsoft.com%7Cb8cd1ec3f6f34bb914eb08d40277a297%7C72f988bf86f141af91ab2d7cd011db47%7C1%7C0%7C636136160240372870&sdata=51VBjqWQQK%2B4AnVifL2nW2AY92PX9MlnjBynp75APSw%3D&reserved=0> ), along with something like Omnisharp for syntax highlighting https://packagecontrol.io/packages/OmniSharp<https://na01.safelinks.protection.outlook.com/?url=https%3A%2F%2Fpackagecontrol.io%2Fpackages%2FOmniSharp&data=02%7C01%7Cmiguel%40microsoft.com%7Cb8cd1ec3f6f34bb914eb08d40277a297%7C72f988bf86f141af91ab2d7cd011db47%7C1%7C0%7C636136160240372870&sdata=bjS8VkPHbBBwPG%2FKH7VOW%2BiyD4%2BIywTvmkMOjDPojhE%3D&reserved=0>.
>>
>>
>>
>> I never got the time to investigate further but now that mono for UE is back I won’t have to. I was wondering though what are your thoughts on using .net core instead of Mono? What are the any pros and cons for either or? It seems like .net core will continue to develop into a cross platform framework as well, sure mono has a good head start but will it one day be irrelevant or perhaps merge with .net core?
>>
>>
>>
>> Regards Ryan
>>
>>
>>
>>
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>>

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