Tagged With unity


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So you've started playing around with Unity and discovered this "Mono" thing. Well, Mono things. MonoDevelop, the Mono Runtime, the Mono compiler. Mono, Mono, Mono. If you're completely in the dark as to the differences between these elements, well, it's time to learn.


Microsoft may have long-retired XNA, its .NET-based game development framework, but it's still very much supporting games developers. Last year it released the Community Edition of Visual Studio, essentially a "full version" of its programming IDE for hobbyist and professionals alike, as well as Unity Tools for Visual Studio. Now it's partnered with Epic, Unity and Chukong Technologies (Cocos2d) to more deeply integrate these technologies into Visual Studio.


Microsoft regularly operates in mysterious ways (Windows 8, anyone?) with one of its more intriguing -- and recent -- manoeuvres being the acquisition of SyntaxTree. The company is best known for UnityVS, a Visual Studio extension that allows developers to debug games created with Unity 3D in Redmond's popular IDE. A month after SyntaxTree's integration into the mothership, Microsoft has released an updated version of UnityVS, renaming it to "Visual Studio Tools for Unity" (VSTU), while also removing the $US99+ price tag.


For XNA, Microsoft's managed runtime for game developers, the writing was on the wall -- or textured quad -- when the company announced that C++/DirectX and Javascript/HTML5 would be the preferred platforms for games development in Windows 8. Now Microsoft has finally signed off on the API, where should developers be focusing their efforts?