Hi,
I just downloaded Unity 4.3.1 and it tells me it’s still using the old Mono 2.0, as per:
C:\Program Files (x86)\Unity\Editor\Data\Mono\bin>mono.exe -V
Mono JIT compiler version 2.0 (Visual Studio built mono)
Copyright (C) 2002-2010 Novell, Inc and Contributors. www.mono-project.com
TLS: normal
GC: Included Boehm (with typed GC)
SIGSEGV: normal
Notification: Thread + polling
Architecture: x86
Disabled: none
C:\Program Files (x86)\Unity\Editor\Data\Mono\bin>
…that seems a bit odd since Mono is up to 3.x at this point, but if it works I’m fine with it.
I ran through the tutorial “Using Mono DLLs in a Unity Project” as found here: http://docs.unity3d.com/Documentation/Manual/UsingDLL.html
…and it worked perfectly when I compiled under the native .Net 4.0 Framework, and dragged it into the Unity project.
So my question is this; if it worked without my project having to think about Mono (targeting it’s framework instead of the native .Net 4.0 one), then can you just build for .Net 4.0 and not worry about compliance with Unity ? All I’m going to be doing with the plug in is facilitating API to API communication between Unity and my employers application, if a developer wished to tap into my employers services, which means converting one API call to another…
Boneill