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by movra
22 Feb 2017, 20:31
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

You say Resources and references, but any idea about AssetBundles? Because Unity recommends not to use the Resources system . In general, AssetBundle. LoadFromFile should be used whenever possible. This API is the most efficient in terms of speed, disk usage and runtime memory usage. Granted it's no...
by movra
22 Feb 2017, 16:34
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

Not sure about that since Rx only used the types internally right? IObservable is the glue that makes the whole thing work both internally and in userland. It's the Reactive counterpart to plain C# events. Here's an example: // Uses UniRx.IObservable<T> in the editor and System.IObservable<T> when ...
by movra
22 Feb 2017, 14:30
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

By the way, UniRx solved it the other way around. Moved the conflicting classes from System under its own UniRx namespace Wrapped them inside #if !NETFX_CORE for Windows Store/Phone platforms Wrapped them inside #if !(ENABLE_MONO_BLEEDING_EDGE_EDITOR || ENABLE_MONO_BLEEDING_EDGE_STANDALONE) for .NET...
by movra
22 Feb 2017, 13:37
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

For Unity with .NET 4.6 you need to add !NET_4_6 : #if !NET_4_6 && ( __MonoCS__ || ENABLE_MONO || ENABLE_IL2CPP) Otherwise you will get 80 warnings in Unity with .NET 4.6: warnings.png For Windows Store/Phone/Universal platforms the NETFX_CORE symbol seems to have been removed since Unity 5.3 - cont...
by movra
21 Feb 2017, 22:46
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

Doesn't Unity define any other compiler flag to the VS project that could be used for this check? Maybe !NET_4_6 found in the experimental Unity 5.6 with Mono Upgrade 4.6 preview, which has C# 6 language features and the .NET 4.6 classes (ObservableCollection, ICommand, etc). And you need to instal...
by movra
21 Feb 2017, 22:00
Forum: Official Announcements
Replies: 57
Views: 11362

Re: UnityPackage 1.3 BETA5

So I don't know how this works on your end but on mine this is unusable out of the box. Maybe he added "__MonoCS__" to Edit > Player > Scripting Define Symbols? edit: Debugging works here with Unity 5.5 and VS2015 without the __MonoCS__ symbol, despite the errors about the .NET 4.6 classes Observab...
by movra
29 Sep 2016, 22:38
Forum: General Discussion
Replies: 3
Views: 2038

Upgraded Mono .NET 4.6 in Unity 5.5

There is now an experimental build of Unity 5.5.0b4 with .NET 4.6! https://forum.unity3d.com/threads/upgraded-mono-net-in-editor-on-5-5-0b4.433541/ So we can now use new C# 6 language features . It simplifies PropertyChanged with the Safe Navigation Operator (?.), CallerMemberName and nameof(): http...
by movra
08 Mar 2016, 12:29
Forum: General Discussion
Replies: 4
Views: 2373

Re: Is there some uframe integration example available?

Yes, the Command sample is a good base to start with. However, if you want a step-by-step walk through the MVVM pattern then I suggest stepping outside Unity for a while. Create a normal C# application with Visual Studio and Blend. There are thousands of MVVM tutorials for that scenario. When you un...
by movra
07 Mar 2016, 13:28
Forum: General Discussion
Replies: 4
Views: 2373

Re: Is there some uframe integration example available?

If you're talking about MVVM, in 2014 uFrame 1.5 and NoesisGUI were close to be compatible, but the uFrame dev dropped the ball. Then I stopped bothering. And last I checked uFrame 1.6 throws out all WPF compatibility. http://www.noesisengine.com/forums/viewtopic.php?f=3&t=628&p=3356 http://www.noes...
by movra
08 Feb 2016, 17:23
Forum: General Discussion
Replies: 6
Views: 3481

Re: Attached Property Changed Handler

Hi, thanks for your responses The bugtracker page keeps rejecting my credentials, is there something else I need to do to gain access? The bug tracker and the forum accounts are not linked. You need to create a new bug tracker account. Maybe a good idea to add that info in a sticky topic and on the...
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