Ok another thing that I knew all along but has just hit me is the using statements in C# Scripts. Does this meen I can make my own DLL to say connect to a database in Indie or is this just in pro?
you can import own .NET assemblies, as long as they fullfill the requirements for Mono 1.2.5 (basically .NET 2.0 and a few assemblies not beeing used). that works in Unity as well as Unity Pro
Can you explain how this is done? Is it possible on a mac?
I think it works like this: You supply libraries compiled for both windows (.dll) and mac(.a, I think?), and as long as they have the same filename Unity will decide which one to use at runtime.
here in the next couple of days im gonna work on a mysql dll for database support not unless i missed something in the script reference ![]()
I’d be interested to hear about that because I have to get an iPhone Unity app talking with an MSSQL database shortly and can’t see how to do it currently
If Microsoft offers .NET 1.1 assemblies that give you such capabilities then you can just drop them into Unity iPhone (advanced potentially as you might hit the sdk max compile size without).
Without having such an assembly you would likely use WWW and talk to an ASP.NET website that talks to the MSSQL DB (thats kind of more secure too)
I was gonna use the mysql.dll for visiual studio to make a connector so a server can connect to a database, which will be a while but is in my plan for the near future.
also a little offtopic, but after your done doing tutorials and you know what your doing is it common practice to delete all of the assets and start from scratch?
Is that a .NET 1.1 assembly?
And especially: does it not use System.Data (because you can’t use that)
Offtopic: depends on the project. I commonly have packaged up related functionality for later reimport on any possible project but I rarely start from barebone 0
So you can’t use System.Data at all?
No.