Ok, I get it. Despite the absolute fail in explaining this at any level in the tutorials:
- You can create script objects that extend MonoBehaviour.
- You can have other generic C# files, fully namespaced and all and import and use them.
- However, only MonoBehaviour derived classes can be bound to assets.
- You can bind a script to an asset by (and only by) dragging-dropping the script over the asset.
All good.
However, I dont get is:
- How you can write a c# assembly and then import it into unity?
(Yes, I have no problem building a mono assembly, I just don’t understand how to import it)
-
What’s the best way to apply good programming practice like unit tests and IoC in unity?
-
Is there some way I can pull the UnityEngine assemblies out and work with them, so I can compile code using VS / command line / etc?
(re: 3: specifically for autocompletion in VS for the UnityEngine namespace)
thanks!