What is the maximum unity version that will run on Windows xp?
According to the release notes Unity 5.3 is when support was completely removed. Therefore 5.2.x is the last one.
Thanks for that female bud! You saved me a lot of frigging around with downloads.
But where the buggery did you find that info because it does not say anything about supported windows versions in here: https://unity3d.com/get-unity/download/archive
At least not that I could find.
The link for the release notes is located on the page for the latest download of Unity. It’s directly under the arrow.
Except that I was looking in the release notes for the version I wanted to download (no the latest version) and there is no mention of system requirements: e.g. https://unity3d.com/unity/whats-new/unity-5.2.4
One thing that sort of intrigues me a little after using Unity today…
What is the point of C# over conventional c++ or c?
Is there anything that you can do in c# that you can’t do in the others.
If not then why create yet another language with fairly minor differences?
It don’t make sense to me at this early stage in my Unity experience.
Ah, okay. Check the release notes for 5.3 (same link but simply change the number in the drop down box on the right). It specifically states they removed Windows XP support for the editor.
First, C# is six years older than Unity. Second, Unity uses Mono as its scripting platform and C# is Mono’s main language.
https://en.wikipedia.org/wiki/C_Sharp_(programming_language)
OK so for starters C# is taking the C/C++ language a step closer to Pascal with its strict typing and automatic variable initialization etc. That makes some sense.
.NET compatibility…OK perhaps this requires the above that standard C/C++ can’t supply with its looser rules.
But, from a C++ programming perspective, there are some seemingly pointless but rather irritating changes:
- Like not being able to do this sort of thing: int x = 0, y = 0, z = 0;
- Having to do this with floats 0.0f
I suppose I will get used to it…but why would you bother changing these???
C# is a managed language, meaning it runs within a virtual machine to handle things like memory management and garbage collection. C# was created to be a simple-to-implement and portable language for use with .NET.
For one, create games in Unity. ![]()
I think the differences are pretty major. Coming from a web development background, I found C# to be simple to pick up, but still struggle to wrap my head around C++. They serve totally different purposes, though, I think, but those differences are unrelated to Unity, as like Ryiah said, C# came out first.
Asking why a new programming language was invented when another one would suffice is a rabbit hole of a conversation that could work its way as far back as Assembly.
There are ambiguities depending on what the data type is.
Different C/C++ compilers treat this differently. Some do complain and others do not.
Well may it is just too early for me to comment yet. But regardless, the only differences in syntax I have come across so far are just irritating ones that keep catching me out with my old C++ coding habits.
Really? As far as syntax goes they almost the same language. I can’t begin to imagine why you would find C++ harder than C#.
Perhaps when it comes to IDE environments and specific architectures associated with C++, e.g. Microsoft Foundation Classes, I could see your point.
But then coming from Microsoft Visual C++, the unity IDE environment is a little bewildering to me. Reasonably familiar in general details, because Microsoft Visual C++ is centered around dialog boxes and attaching message handlers and class to them just as Unity is centered around objects and attaching scripts to them.
But the unity IDE is confusing in detail such as seeming not having a rename option in the right click menu after you create a new script - you have to hit F2 which I would never have guessed.
Hmmmmm, you have a point. I suppose all inventors are narcissistic to some extent and like to put their unique ‘tag’ on their invention.
They are almost the same language in the same sense that BASIC and FORTRAN are almost the same language. ![]()
http://stackoverflow.com/questions/…-multiple-variables-using-var/4950177#4950177
Well WTF
I tried that today, but Unity shat itself and I had to change it to one variable per line to get the script to run.
It’s also because I haven’t really needed to learn C++. I’ve only been writing code for 6 or so years, but in that time, I’ve gotten by with JavaScript, PHP, Python, Ruby, VB, C#, and a bit of Java just fine.
I’d say it’s more in line with how certain tools are better for certain tasks. PHP is awesome for building quick, functional websites, but I’d hate to try and write a game with it. Likewise, C++ is fantastic for writing desktop applications, but useless for making web applications.
Well they sure as hell look much the same to me overall.
I would love to know what package you were using that lead you to the conclusion that C++ is significantly harder than C#.
I am thinking is in terms of old fashioned no frills C++ as implemented in Borland Turbo C++ - the C++ IDE from the days of Intel 486 DX, MS-DOS and Windows 3.11.
Or alternatively the Unix command line compilers like gcc and make.
I would be very surprised if you couldn’t figure out how to use C++ in those.
I just downloaded a copy of Borland Turbo C++, that works in Window XP, just for nostalgic purposes.
I mess around with Arduino microcontrollers and the Arduino IDE use stock standard C++. They only thing that takes a bit of time to learn are the assorted libraries for interfacing various electronic components with the arduino.
I taught myself PHP, javascript, html and CSS a few years ago and built this: www.gregsindigenouslandscapes.com.au
It has a custom shopping cart system that I built from scratch to suit my unique purposes and the lastest increment has a custom content management system that uses a standard Excel spreadsheet.
The ebay and OZtion(now Quicksales) stores turned me off inventory management systems based on server SQL databases. I can just make changes to my inventory etc offline and then upload the spreadsheet when I am done.
Well what about the windows card games etc, they are all almost certainly Visual Studio/Visual C++/MFC based. But you would be right in that this system would be useless for writing website games or Call of Duty like games. But it would seem to me that that is more about the layers of abstraction on top of C++ and the way the compilers are implemented etc than it is about the fundamental syntax etc of C++.
Where have I left the impression that I find it significantly harder? Being primarily a programmer I’m versed in multiple languages, multiple compilers, and multiple IDEs. I’ve used Visual C++, GNU C++ (both MinGW and the compiler in its native environment), and Borland C++.
What you may not be aware of or may not understand though is that not everyone who uses Unity is a programmer. We have many people on these forums regularly developing games who are struggling with programming tasks. Some have literally stated that they tried C++ and couldn’t pick it up but where able to learn C#.
Oooooooohhhhhhhh!
It’sssssssss alivvvvvvvvvve…Unity on Windows XP that is.