https://github.com/aspnet/Blazor/issues/835#issuecomment-489861129
Probably a good thing that they are simplifying. As someone who no longer follows the .net world outside of Unity all these versions seemed so confusing.
Glad to see this happening but at the same time it should have happened a long time ago.
And no more Mono (I guess why Unity havent moved to Core is because of the lack of Android and iOS support) But with .NET 5 it seems they will be able to move.
Well, I guess Unity had a couple of words with those guys, Unity is a member of .NET foundation after all. The direction sounds good, I’ll be curious about the implementation.
From the following mictosoft blog post: We’re in the process of making CoreCLR and Mono drop-in replacements for one another. We will make it as simple as a build switch to choose between the different runtime options.
https://devblogs.microsoft.com/dotnet/introducing-net-5/
According to the following Microsoft blog post, they did: We met as a technical team in December 2018 in Boston to kick off this project. Design leaders from .NET teams (Mono/Xamarin and .NET Core) and also from Unity presented on various technical capabilities and architectural direction.
Yeah, but of those two I would choose the CoreCLR any day of the week. Although Mono CLR have become better in recent time
Xamarin… guess we will be waiting a while then, might aswel use Unity and just get a gui that looks and works the same on all platforms without all the stupid bullshit. I mean other than Unity not really providing much in the way of built treeviews lists etc all bare bones ugui components sadly.
Also need Unity to sort out the input handling on mobile devices so polling input isn’t directly tied to fps and thus we can have longer battery life on such apps.
Good time to be a C#, .Net user. All your favourite game engines also now have C# scripting runtimes. Unreal, CryEngine, Godot and of course Unity, (Which led the way). In fact, I’d say Unity has quite a lot to do with MS moving in this direction. Although Mono had existed for a while before Unity came along, Unity was the first to make cross platform C# a big deal after porting the mono runtime to just about every platform you can think of. I feel MS must have been sitting on the sidelines thinking, “So those guys target 20+ platforms and are responsible for over 50% of all newly released games, with our language, and we’re stuck on windows, WTF?”. They saw what .Net could have been.
Unreal supports C#?
Not officially. There are two initiatives to achieve it, and only through Mono.
They’re also not the best, much like the C# option for Godot.
This is not a problem since the majority of mobile developers are using IL2CPP today, CoreCLR already supports ARM32/64. The main problems described in this blog post.
Also, keep in mind that Unity bets on DOTS where the virtual machine is by definition the barrier if you want to keep your final code close to the hardware. Probably, this is one of the reasons why they don’t bother with Mono performance.
Consoles. Back in Aug 2018 it was stated that there was zero support for PlayStation 4.