You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+3-4Lines changed: 3 additions & 4 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -94,7 +94,6 @@ C++ is the standard language for video games as well as many other fields. By pr
94
94
* Methods
95
95
* Fields
96
96
* Properties (getters and setters)
97
-
*`MonoBehaviour` classes with "message" functions like `Update`
98
97
*`out` and `ref` parameters
99
98
* Exceptions
100
99
* Overloaded operators
@@ -105,6 +104,7 @@ C++ is the standard language for video games as well as many other fields. By pr
105
104
* Implementing C# interfaces with C++ classes
106
105
* Deriving from C# classes with C++ classes
107
106
* Default parameters
107
+
* Generic types and methods
108
108
109
109
# Performance
110
110
@@ -140,7 +140,7 @@ With C++, the workflow looks like this:
140
140
2. Copy everything in `Unity/Assets` directory to your Unity project's `Assets` directory
141
141
3. Copy the `Unity/CppSource` directory to your Unity project directory
142
142
4. Edit `NativeScriptTypes.json` and specify what parts of the Unity, .NET, and custom DLL APIs you want access to from C++.
143
-
5. Edit `Unity/CppSource/Game/Game.cpp` to create your game. Some example code is provided, but feel free to delete it. You can add more C++ source (`.cpp`) and header (`.h`) files here as your game grows.
143
+
5. Edit `Unity/CppSource/Game/Game.cpp`and `Unity/CppSource/Game/Game.h`to create your game. Some example code is provided, but feel free to delete it. You can add more C++ source (`.cpp`) and header (`.h`) files here as your game grows.
144
144
145
145
# Building the C++ Plugin
146
146
@@ -170,7 +170,7 @@ With C++, the workflow looks like this:
170
170
2. Create a directory for build files. Anywhere is fine.
171
171
3. Open a Command Prompt by clicking the Start button, typing "Command Prompt", then clicking the app
172
172
4. Execute `cd /path/to/your/build/directory`
173
-
5. Execute `cmake -G "Visual Studio VERSION YEAR Win64" -DEDITOR=TRUE /path/to/your/project/CppSource`. Replace `VERSION` and `YEAR` with the version of Visual Studio you want to use. To see the options, execute `cmake --help` and look at the list at the bottom. For example, use `"`Visual Studio 15 2017 Win64` for Visual Studio 2017. Any version, including Community, works just fine. Remove `-DEDITOR=TRUE` for standalone builds.
173
+
5. Execute `cmake -G "Visual Studio VERSION YEAR Win64" -DEDITOR=TRUE /path/to/your/project/CppSource`. Replace `VERSION` and `YEAR` with the version of Visual Studio you want to use. To see the options, execute `cmake --help` and look at the list at the bottom. For example, use `"Visual Studio 15 2017 Win64"` for Visual Studio 2017. Any version, including Community, works just fine. Remove `-DEDITOR=TRUE` for standalone builds.
174
174
6. The project files are now generated in your build directory
175
175
7. Open `NativeScript.sln` and click `Build > Build Solution`.
176
176
@@ -202,7 +202,6 @@ To configure the code generator, open `NativeScriptTypes.json` and notice the ex
202
202
203
203
Note that the code generator does not support (yet):
204
204
205
-
*`MonoBehaviour` contents (e.g. fields) except for "message" functions
206
205
*`Array`, `string`, and `object` methods (e.g. `GetHashCode`)
207
206
* Non-null string default parameters and null non-string default parameters
0 commit comments