I’m sorry if this is a really daft question, but it struck me when I sit using things like LINQ in my scripts.
Since XNA is a set of libraries for .Net languages - can I use XNA like I’m using LINQ inside Unity Free?
I’m sorry if this is a really daft question, but it struck me when I sit using things like LINQ in my scripts.
Since XNA is a set of libraries for .Net languages - can I use XNA like I’m using LINQ inside Unity Free?
Unity doesn’t have any support for XNA. Unity doesn’t actually use .NET anyway, it uses Mono.
–Eric
Cheers. Thanks.
Would MonoGame then be something that might be supported?
why would u want to unity3d has its own IDE for coding built in it
It would among other things allow me to use libraries that wouldn’t be available on Unity Free. Like custom navmeshes, AI and pathfinding and such. It was just an idle curiosity.
i haven’t looked at XNA since like…version 3.0, but if the XNA (or MonoGame) stuff are just dlls or plain C# code, then i dont see why you cant use them. Obviously, the rendering code wont be any good, but maybe the .X 3d loading routines as well as the AI, and other non graphical elements can be used?
This is all speculation, so you will have to try it for your self and find out, but I’m curious to know if it does work.
Not necessarily. Since XNA is compiled against the .NET runtime it would have to be a version of .NET that is compatible with Unity - which I would safely assume is not the case. Same goes for MonoGame - it needs to use a version of the Mono runtime that Unity can understand.
yeah, kablam kinda said that, just not in the same words
It’s also kind of a given that the monogame version would have to target the right mono version.
But yeah, any of the code that is unrelated to actual graphics could be useful in theory.
Thing I feel is that if OP can’t deduce this much on their own, I’m not sure they’ll be able to sort through the code and decipher which is useful and which isn’t.