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I was wondering about that too. Why not just let us write to the C++ API ??? It seems .... circuitous. And I don't like the debugging implications at all.
by bilbo0s 13y ago
I was wondering about that too.
Why not just let us write to the C++ API ???
It seems .... circuitous. And I don't like the debugging implications at all.
- drawkbox 13y agoThere was a time when Unity was going to go with a C++ api during that Apple ToS 3.3.1 clause that banned lots of platforms like Flash in 2010: http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/ http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update... The fear was Apple would ban mono AOT as well. During that time they were going to go C++. I wonder what would have happened. Now that UE4 is pure C++ it does have that. C# is great and you can accomplish most things with plugins via C/C++/Obj-C/Java but having the pure C++ option would be killer. Then it would be a much easier jump into final form for WebGL/asm.js/etc. Unity also has the Mono 2.x runtime and hasn't updated Xamarin licenses to go to mono 4. I wonder if they would be smart to jump to a C++ api at some point that could still use C# scripting possibly but goes to this lower level C++ form. It is hard with such a large userbase to jump to C++ but in 2010 they almost did.
- MayorOfMonkeys 13y agoYeah, I'm curious to find out how script debugging will work with WebGL exports. Tough problem to solve. One of the nice things about PlayCanvas* (https://playcanvas.com/ https://playcanvas.com/) is that you can debug your GameObject scripts using the integrated dev tools in any browser (or even do remote debugging on mobile targets). * Disclaimer - I work on this! :)
- azakai 13y agoI would guess people would debug their games in the Unity editor, like always. In theory you can use the browser dev tools, and emscripten can emit source maps which helps. But the Unity editor is probably a far better experience for this use case.
- MayorOfMonkeys 13y agoI guess so. But the blog entry does call it out as a feature that won't be delivered initially, which suggested to me it's seen as 'important'. Also, let's take profiling. I wonder how easy it will be to pinpoint performance bottlenecks in Unity script code using the browser's dev tools.