Using FreeType extension in GWT? - gwt

I'm trying to use the freetype extension in my project, and it works fine in Desktop and Android, but gives a ClassDefNotFoundException in HTML5. I know it's not imported/inherited right, but both freetype.jar and freetype-sources.jar are in its build path.
What needs to be done to get this working?

It does not work with gwt and they are not going to fix it. Take a look at this issue:
issue
"Project Member #1 badlogicgames
Extensions relying on native code (gdx-audio, gdx-bullet, gdx-image, gdx-freetype) can not be ported to HTML5 i'm afraid."

Related

Can F# be used with Unity (game engine)?

I'm getting into Unity, and wondering if I can use F# instead of C#, simply because I prefer the syntax. I'm guessing not, since the environment it runs on is very different, but maybe there's something that will cross-compile code or something else I'm not thinking of.
I can't help but get the impression that the other answers were written by people who do not really know what they are talking about.
This is what you need to do to use F# in a Unity project:
Create an F# project that compiles into a dll. Have it build into the assets folder of a Unity project.
Add references to UnityEngine.dll and/or UnityEditor.dll. Change the reference properties so the dlls aren't copied to the build folder.
Of course you can't create new F# classes from within the Unity editor this way, but you can assign the ones you wrote in F#.
Currently you need to enable the (experimental) support for .NET-version 4.5. Alternatively you can download an older version of the FSharp.Core.dll that supports .NET 3.5. (see here).
I can't guarantee that you won't run into trouble because of compatibility issues with the FSharp.Core.dll, but that's just a guess since I haven't tested it myself.
I had success doing this sometime back by following this Github project: https://github.com/eriksvedang/FSharp-Unity, which I believe is roughly the same as Lars Kokemohr's answer above. I haven't tested it in more recent versions of Unity/Mono however.
Yes you can use F# as first class language as C# in unity.
Here is an article about it link
an excellent blog for One who want to use F# in unity
if you want to use F# as second class which I recommend.
let me show how to do it.
Usually what I do is to create Game Domain in F# in .net standard
2.0 library project build it.
Make unity API Compatibility level .net standard 2.0 then
Import library project dll in asset/plugins in Unity
Here is an explanation on how to do it automatically after each build : link
You will get this error, here is the solution
Having said that I recommend not to do any serious work in unity with F# because you won't be able to cross compile to other platforms.
Unity uses IL2cpp and it don't work with F#.
In simple words unity don't support F# and if you are having issues like bugs in Il2cpp unity will not fix it because they don't support F#
There is no easy way to do this but if you REALLY want to make it happen I believe you could use something like fs2cs:
https://github.com/hsharpsoftware/fs2cs
In theory you could write a script that calls fs2cs on all of your Unity C# files. Integrating this with Unity itself would be the more challenging part, but in theory you can trigger fs2cs transpilation on save of your file and Unity can use the transpiled C# file.
Only Boo, C#, and UnityScript are officially supported!

Is it possible to navigate to assemblies definitions inside Visual Studio Code

I'm using VS Code several days as MonoDevelop replacement in Unity3D on Mac OS. I installed mono via homebrew as suggested to let VS Code to parse system assemblies. Everything works almost great, but I can't navigate definitions that are not part of my code. For example I can't go to definition of System.String or UnityEngine.Vector3 to see methods signatures. MonoDevelop has Assembly browser but I miss it in VS Code. Does anybody know if VS Code has such feature? Maybe I need to setup something for that?
PS: I've posted feature request. If you're interested in this feature vote for it, please.
https://visualstudio.uservoice.com/forums/293070-visual-studio-code/suggestions/14698887-implement-net-assembly-browser
It seems VS Code now can do that with the new extension ms-vscode for C# support. Previously it was recommended to use Legacy C# Support for Unity3D. I don't know exactly if this recommendation is still valid, but I tried to uninstall legacy and to install normal one. After some background work OmniSharp parsed my files and now it can open classes from assemblies! Look at this picture, it has open AnimationCurve class as [metadata]!
I'm trying it with Unity3D 5.5.0b2 beta now, so I'm not sure if this will work with production release of Unity3D. By the way I also removed VSCode plugin from dotBunny out of project as Unity3D 5.5 supports Visual Studio Code self.

React Native with Unity

Does anyone have any experience combining React Native and Unity? I'm looking to start a Unity project that's very UI Heavy and I'm thinking about using React Native to take advantage of its UI capabilities on mobile and web.
I'm curious what the workflow for such an approach would be.
Finally after a lot of trials managed to do this. These are the steps.
1) Using this link, export android project for Gradle.
Select Gradle in the Build Settings window and check the Export Project checkbox.
Click Export and select the destination folder.
2) Import the generated folder in Android studio. Select ok whenever prompted. In this process, you will encounter following issues
2a) Gradle Sync Failed due to org.gradle.api.internal.tasks issues. Resolve using this link
3) Create React Native App using this link
4) Start Integrating Android exported folder inside created react native app using this link. Don't upgrade Gradle as Android studio will ask you again and again. You will encounter following issues. Don't go through "Test Integration" until you are finished with #5 here.
4a) While configuring maven, use this url for maven url "$rootDir/../node_modules/react-native/android" .
4b) While configuring maven, if you encounter problem related to javax.inject:javax.inject". Use this link.
4c) You may also encounter this error "Conflict with dependency 'com.google.code.findbugs:jsr305'". You can solve this link.
4d) During Code integration section of this link, focus on the following section: If you are using a starter kit for React Native, replace the "HelloWorld" string with the one in your index.android.js file (it’s the first argument to the AppRegistry.registerComponent() method). Here you have to replace with project name.
5) Before going through "Test your Integration" section, you have to add code to call MyReactActivity from UnityActivity. This link will help.
6) Go through "Test your Integration" section of link provided in #4. You may encounter following problems.
6a) unable to load script from assets index.android.bundle. Use this link.
6b) could not connect to development server on android. Use this link.
Check my article on Medium
I've shown with an example on How to integrate react native with Unity 3D step by step. My aim was to use the react native within the Unity3D like a module which is quite convenient if you're gonna heavily work on Unity 3D. Hope this helps for someone who comes here later.
I'm unsure as how a Unity game is built for iOS, if it uses Cocoa Touch for rendering its core classes.
If it does, and you have access or ability to render a UIViewController then you can render your React Native application. The only thing you would have to facilitate is setting up communication between the two applications.
Here is an example of rendering a native UI Component inside a React Native app that may help. http://moduscreate.com/leverage-existing-ios-views-react-native-app/
I was curious as well, and created an example project of how to do this for Android: https://github.com/marijnz/unity-react.
If this is a viable option, at least depends on:
How long the project will be running, both React and Unity have to be updated and this gets probably tougher over time.
The amount of sdk's/dependencies the project has.
If you want to do iOS as well.
In general, I'd probably avoid going this way.
Even though the example seems pretty simple now, it was a pain to get to that (as Shaunak's answer already hints at ;))

XLET - how to create a simple xlet MHP javax.TV

I'm trying to create my first xlet project.
Can you help me?
I don't know which library I need to download.
What kind of project I have to create? (I'm using netbeans)
This site has a lot of useful info:
http://www.interactivetvweb.org/tutorials/javatv/first_xlet
You can use XletView to view your Xlet.
http://sourceforge.net/projects/xletview/
You will need to get a hold on the various API's, which is somewhat troublesome (I've heard).
But there are also other ways of getting them. For example, if you own PowerDVD, you'll be able to find BDJ.jar somewhere in that package. Add that to your classpath, and you'll be able to compile your Xlet.
If you're running Windows, you can probably develop Xlets with JavaME SDK 3.0 too (sadly not available for Linux though).

Plugins + Extensions on Safari 5.0.1

My question is very simple: Is it possible to pack plugins into extensions for Safari? For instance, the exact NPAPI plugins which work on Google Chrome also work on Safari. However in Chrome I'm shipping the plugins as a part of an extension (a CRX package). This is needed because HTML and JavaScript is injected into a specific web page, and this code uses the plugins. I do not see an option in Extension Builder to specify plugin files and I haven't come across any proper documentation saying that plugins cannot be packed into extensions.
Any help will be greatly appreciated!
The first comment:
I don't think that is supported. A workaround could be a custom installer that installs both the plugin and the extension. – Georg Fritzsche
This is the only possible way to do it! FYI: Apple guys are against the idea of extensions accessing native code (ie, plugins). An obvious security loop-hole, but a necessity here! :)