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Feature Request: Unity3d support #35
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You could generate the DLL from js using the function SaveDLL, and then import it. The problem is that the dll generated depends on the jurassic.dll and it has emit. It may be possible to generate a jurassic dll without the unsupported functions so it can be imported by unity and run the dll generated js code. |
I haven't tested on Mono. I may do that at some point, but in the meantime, have you considered using Jint instead? |
I'm using Untiy 5.3.5f1 (latest stable) and Jurassic compiled for .NET Framework 3.5 with no issues. My IDE is VS2010, but I'm pretty sure that Unity compiles all it's code via Mono anyway. This may be an issue with Unity 5.4? |
@paulbartrum thanks for your suggestion. They use the keyword dynamic, which is currently unsupported by unity :/ The saved DLL depends on jurassic DLL, and jurassic uses emit which is unsupported on IL2CPP platforms such as iOS and WebGL. In order to use the saved DLL you must remove the jurassic dependency and/or stripe down all emit code from the jurassic. This text describes the problem: https://developer.xamarin.com/guides/ios/advanced_topics/limitations/#No_Dynamic_Code_Generation
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@DAVco4 How do you fix the compile issue when targeting .NET 3.5? I got an issue while the Jurassic using |
Unity announced that will support new mono compilers and new features -> http://forum.unity3d.com/threads/yes-unity-5-5-new-compiler-and-gc.408313/ |
any update? |
Any tips on building this for unity? |
pokes |
I'm still diagnosing the issue but Jurrasic from asset store and from github both crash Unity3d.
Somewhere in the IL code generation.
I'm using Unity 5.4.0b20 (64-bit).
It's a pain, but the -unsafe and mono .net 2.0 is very limiting in JS choices.
Thanks.
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