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jacksondunstan.com mastering c# and unity3d about tip-of-the-week rss feed mail c++ scripting: part 11 – collaborators, structs, and enums sep 18, 2017 tags: enum, p/invoke, struct the series to build a viable system to write unity scripts in c++ continues! while these 11 articles have covered a lot of ground toward making a usable c++ scripting system, there’s still a lot to do. writing the code for these articles takes quite a lot of time, so today i’m officially calling for collaborators on the github project. if you’d like to join in, please leave a comment, send an e-mail, or submit a pull request. there’s plenty to do and your help would be greatly appreciated! aside from that, today’s article is all about adding support for struct and enum types so we can use types like vector3 and textureformat from our c++ scripts. read the rest of this article » no comments c++ scripting: part 10 – full generics support sep 11, 2017 tags: constructors, derivation, fields, generics, methods, parameters, properties, types c# apis are chock-full of generics. generic types, generic method parameters, generic return types, generic fields, generic properties, deriving from generic types, and generic constructors. we can find all of these in the unity and .net apis. some are more frequent than others, but we’re going to need support for all of them to make c++ scripting a viable alternative to c#. today’s article continues the series by adding just that: support for all of these kinds of generics. let’s dive into how to use them as well as some bonus items added to the project this week. read the rest of this article » no comments c++ scripting: part 9 – out and ref parameters sep 4, 2017 tags: null, nullptr, out, pointer, ref it’s been quite a while in the series since we’ve added any fundamental c# language features. today we’ll address one of the limitations of the c#/c++ communication: the lack of support for out and ref parameters. this is important as they’re commonly used by both the unity api and .net and we’d like c++ to be able to call functions with these kinds of parameters. so let’s delve into what it means for c++ to use out and ref parameters and see how to implement support for that across the language boundary. read the rest of this article » 2 comments c++ scripting: part 8 – platform-dependent compilation aug 28, 2017 tags: define, editor, ios, platform, preprocessor the series continues today to fill a small, but important gap in the c++ plugin’s build script. unity helpfully provides symbols like unity_ios for us to check with #if. this lets us add and remove blocks of code that should only be present in a certain build of the game. we’d like the same functionality in c++ that unity provides to c#, so today we’ll upgrade the build script to allow that. read the rest of this article » no comments c++ scripting: part 7 – monobehaviour messages aug 21, 2017 tags: code generation, generic, monobehaviour, p/invoke, template the series continues this week by addressing a pretty important issue. previously, we were limited to doing all our work in just two c++ functions: pluginmain and pluginupdate. this isn’t at all the normal way to work in unity. it’d be a lot more natural to write our code in monobehaviour classes. so today we’ll come up with some tricks to allow us to write our monobehaviour code in c++ so we are truly scripting in c++. read the rest of this article » no comments c++ scripting: part 6 – building the c++ plugin aug 14, 2017 tags: build, cmake, compile, plugin, project today we’ll continue the series by addressing a nagging problem: how do we build the c++ plugin? with c# we inherit, for better or worse, unity’s build system where we just edit .cs files and press the play button. this doesn’t work with c++, so we’ll need to build something similar that’s just as easy to use. read the rest of this article » no comments c++ scripting: part 5 – bindings code generator aug 7, 2017 tags: code generation, handle, object, p/invoke, performance, plugin last week in the series we took a step back to verify that the c++ plugin’s performance was acceptable. with that confirmed, we’ll continue this week by making our programming lives easier. one pain point so far has been with exposing new unity apis to c++. it’s not that it’s difficult to do this, but there’s a lot of boilerplate required. that boilerplate takes time to write and it’s easy to make mistakes copying and pasting existing functions. so this week’s article introduces a code generator that will write the boilerplate for us! we’ll also reorganize the project a little so the code that supports c++ scripting is separated away from our game code. that’ll make it easy to add support for c++ scripting to any unity project. read the rest of this article » no comments c++ scripting: part 4 – performance validation jul 31, 2017 tags: handle, object, p/invoke, performance, plugin in the first three parts of this series, we focused on setting up a development environment that makes it easy and safe to write our game code in c++. today’s article takes a step back to assess where we are in terms of performance. is what we’ve built so far viable, or are the calls between c# and c++ too expensive? to find out we’ll use the existing framework to write some simple performance tests. read the rest of this article » 2 comments c++ scripting: part 3 – object-oriented bindings jul 24, 2017 tags: handle, object, p/invoke, plugin last week’s article continued the series by eliminating the need to reboot the editor for every change to the c++ plugin. the idea is to make a more productive environment for us, the programmers, to work in. this week we’ll continue that theme by mimicking the object-oriented unity api in c++. so instead of int transformhandle = gameobjectgettransform(gohandle) we’ll write a more familiar transform transform = go.gettransform(). also, we’ll build a simple system to automatically clean up object handles so we don’t have to do that manually. read the rest of this article » no comments c++ scripting: part 2 – update c++ without restarting the editor jul 17, 2017 tags: handle, object, p/invoke, plugin last week we began the series by establishing two-way communication between c# and c++. we used object handles to pass class instances between the two languages. everything was going great, but then there was a major productivity problem: we had to restart the unity editor every time we changed the c++ plugin. today’s article is all about how to overcome that obstacle so you can iterate on your code just like with c#. read the rest of this article » 2 comments « older entries


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object, p/invoke, plugin - 0.17% (2)
between c# and - 0.17% (2)
so today we’ll - 0.17% (2)
the series continues - 0.17% (2)
2 comments c++ - 0.17% (2)
support for all - 0.17% (2)
the c++ plugin’s - 0.17% (2)
2017 tags: code - 0.17% (2)
by addressing a - 0.17% (2)
code in c++ - 0.17% (2)
is all about - 0.17% (2)
tags: code generation, - 0.17% (2)

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