I have a game where I have access to it's complete code via dnspy and I can make plugins and mods for it with no issues.
The game is written in assembly csharp and
the dll. (which I never had to touch) in c++.
It uses unity 2015 and runs on 3.5 framework.
Also, I can extract .assets from the game such as backgrounds or literally anything else and run re-textures using an unity bundle via a modloader.
I want to implement some features from Nvidia packages that are not available with unity 2015.
Would it be possible to port this project to unity 2020 or 2021 without too many issues?
Thanks
Related
I would like to build an app that uses augmented reality. To be honest, i prefer Android Studio, but i realized, that Unity3D with Vuforia might be the best choice for me. Im intrested in the best solution, to build my app in Android Studio, but clicking on a button (this will be my main usecase), i open the augmented reality project, i built in Unity. What would be the best solution?
UPDATE
Here is what i found:
First way:
I make my project in Unity, and exporting the project (add the module name to dependencies:
dependencies{
compile project(':UnityClasses')
}
Then importing it into Android Studio. Then i could talk between modules like this:
How-to-call-method-and-return-its-value-with-unityplayer-unitysendmessage
If im correct here, in this way i can send data to Unity module within Android Studio by the 3rd parameter of UnitySendMessageExtension, and i can send data back by the Callstatic method.
Second way:
Use Unity as a Subview
Third way
Integrating Unity into Android Studio
Can anyone help me, who tried these above, to tell me what the best way is?
Unity is a full development solution, so you really do not need to mix up with android studio.
And additionally, Unity is fully compatible with whatever you need because it is C# based so in addition to Unity specific support, anything that works for C# will work for Unity as well.
and here is a link to the Unity firebase SDK:
https://firebase.google.com/docs/unity/setup?gclid=EAIaIQobChMI56nk0-Cb2QIVAilpCh2GOw6zEAAYASAAEgIPZfD_BwE
The only real difference is if you don't like to program 50% visually 50% C# in Unity VS programming in javandroid (that's what I call whatever is going on in android studio ^-^').
Plus Unity exports to everything while android studio is exclusive to android devices, so developing for Unity has greater benefit.
EDIT:
You can call Android OS features written in java or c++, from C# by using the Native Plugins functionality:
https://docs.unity3d.com/Manual/AndroidJARPlugins.html
https://docs.unity3d.com/Manual/NativePlugins.html
as well as extending the main activity with your own activities
https://docs.unity3d.com/Manual/AndroidUnityPlayerActivity.html
All these features are there for when you want to do more than just games, like architectural visualization or whatever other app that requires 3D manipulations like AR.
Could someone explain, how to "transform" an existing XNA 4.0 solution to a MonoGame Windows Phone 8?
My XNA solution has 4 projects:
1. contains the Game() class
2. Content which includes the .fbx model (rigged 3D hand)
3. the Model proj with 4 classes (AnimationClip, AnimationPlayer, Keyframe, SkinningData)
4. Pipeline, where the ContentProcessor() is
Nothing special in the code, it was written on the basis of "Better skinned sample". In the Game() class I wrote a method, which provide a skeletal animation. It works perfectly, but I have to upgrade to MonoGame, because of some integration issues.
I recently did exactly what you asked for my own game.
You can start as you are. Almost 100% of the source code that worked in an XNA 4.0 project is compatible with MonoGame. Essentially copy over the code to the new project and you are good to go.
The only issue is with the content loading. I highly suggest you use the nugget packages to install Monogame on a solution and create a content project. From my experience fbx models are supported OK at the moment and can be compiled to xnb just OK.
I saw this solution here so I downloaded and tried to run but I've never used XNA and the website from the link doesn't have any instruction/documentation...
Anyone who uses it have any suggestions?
(I don't have xna... I'm trying to use monogame)
Another rather classic solution is to install XNA framework included in Windows Phone SDK 7, create a separate XNA solution just for the purpose of building XNB files.
To get XNA working on your computer (for VS2010 - VS2013) first download Windows Phone SDK 7 and 8 (both of them) from here:
https://dev.windowsphone.com/en-us/downloadsdk
And then you can install XNA implementation for VS2010 - VS2013 from here:
https://msxna.codeplex.com/releases
Once all is installed, just create a new XNA Game solution. XNA will automatically create two projects for you, one of which is "Content" project, where you can place all your assets (pictures, sounds, fonts). After compilation you will get your XNB files created.
I'm trying to add a new MonoGame content project (via templates installed in the MonoGame 3.0 installer) to an existing solution in Visual Studio 2012 (Professional), but it always comes up with the following dialog box:
It does create a few empty folders where the project should be, though they don't have anything in them. After this popup it also comes up with this:
I do not have XNA installed as VS2012 does not support it.
Also, I am using Windows 7.
Thank you!
If i were you I would read the three blog posts that Tara Walker has made about Windows 8 game development starting with this one: Overview, Installation and MonoGame 3.0.
The third blog post talks about creating a Content Pipeline outside of Mono Game (using XNA) and importing it into your MonoGame project. It sounds like you will need XNA so you'll need to read through her information and figure out how to get it working in VS2012 Express.
I've been dabbling with a MonoGame project in my spare time and I have been able to load some textures and sprite sheets without a dedicated content project; everything is just added to the project solution and created during initialization of the main class. But I don't know if this is viable in the long term.
HTH.
Mono Content Project depends on the XNA as MONOGAME is still working on truly independent CONTENT MANAGER. So as off now we have to intall XNA. Download it from XNA zip and unzip the content because XNA is not officially supported by MS.
Read the attached readme and install as mentioned. Don't forget to intal the file in zip folder named
"XNA Game Studio 4.0 (2012).vsix" which installs the "XNA" template for VS.
Now try to create a sub-project for your content. Your problem should be fixed !!
What's the difference between a Windows Game Library and a Class Library? Is it just that one starts off by including the XNA Framework?
Also, where are the differences between the Windows / Xbox360 / Zune Game Libraries? They all seem to start off with the same References (Microsoft.Xna.Framework, Microsoft.Xna.Framework.Game).
There is no real difference. It is just a project template, it helps you get all the project settings right. Yes, the assembly references are one of the biggies. I don't have it installed to check, but you can use, say, notepad to look at the .vcproj file to see what settings are overridden from their default.
I'm a bit late here with my answer, but the main difference between a Windows Game Library project and a simple Class Library project is that a Windows Game Library project can contain content references (they can build in content from referenced XNA "Content Project" projects).
Additionally, they can use XNA's project synchronisation (MSDN) to maintain copies of the project for different platforms, that keep their list of source files in sync.
Finally, these projects get an "XNA Game Studio" properties page, where you can select between the "Reach" and "HiDef" profile, and set a Game Thumbnail. Although these have no effect on libraries, as far as I know - they are only relevant for Game Projects.
XNA Game Projects have the same special features as Game Library Projects. They're just set to output an application instead of a library.
It's worth noting that you don't have to use these special "Game" versions of the project templates that XNA provides. You can still make an XNA game just by referencing the XNA assemblies. But obviously you won't have access to these nice project features, so you will need to come up with alternatives.