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

Mikayla Hutchinson m.j.hutchinson at gmail.com
Tue Oct 25 20:05:55 UTC 2016


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> 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 ), along with
> something like Omnisharp for syntax highlighting
> https://packagecontrol.io/packages/OmniSharp.
>
>
>
> 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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