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Unity3d version support #2268
Unity3d version support #2268
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I don't think this is worth investing the necessary energy into validating, integrating, and supporting, right now. I'd been using paket with fsproj that I was compiling for unity without issue or needing to add any additional framework support for well over a year. More recently I started playing with taking some of the typical packages I use in dev off of Nuget to try out in Unity with F#4.1 Once they've made their runtime upgrade and have adopted .netstandard for their .net impl, any additional work we need to do for compatibility will be much simpler than it is right now. |
Hello Jared, Thanks for your update. It is a good thing for Unity moving on and I am hoping to see the .netstandard support soon in action. However, the latest version to date is still suggesting the old net35-Unity*** platforms. Thus, I will continue to use my own fork of Paket for my projects until Unity officially catches up to date. There is just one more thing that maybe you could help me with -- can you give me some clues on how to bundle a single Paket executable? I do not want to use all the files in the Cheers, |
I think it should be enough to run the |
Thanks, that seems simple enough! I will close the issue now, as it does not seem to be addressing a widely requesed feature. |
I restartet the build. If it is green I think we should integrate this. The change is small enough imho. Managing you own branch is pia. I agree though that nobody will probably take care that no stuff is breaking (besides the existing tests of course) or add new Unity Features... |
good! |
Strange, now appveyor failed. I believe it is temporary as it passed the first time I submitted the PR. |
Thanks guys, I really appreciate merging this. I hope that I will learn F# in the near future well enough to be of more use to this project. Paket really made a difference for me, I don't see myself returning to direct use of Nuget anytime soon. |
To be honest the failures might even be related to this PR. Quite often in the code-base we enumerate the "AllProfiles" list. So adding new items there might have resulted in a performance degration. Thanks @ivaylo5ev and have a good time with F#! |
@ivaylo5ev consider joining the slack channel for the F# Foundation when you want to learn more: http://fsharp.org/guides/slack/ |
From what I remember, there was a connection timeout during one of the tests, which by that time justified the passing of appveyor - I thought it was a temporary Travis problem. Not sure if this is related to a deadlock, you might be right as well. |
The AppVeyor log says it started the Integration Test at around the 11 minute mark and then no more output until the build exceeds the 60 minute limit... Yeah it could be a temporary connection problem as well. We should lower our limits within Paket such that we see a correct error message... |
This is a proposed fix for issue #2005
Unity3D Projects have the following specifics:
TargetFrameworkVersion
=v3.5
TargetFrameworkProfile
values:NB.
I must admit I am a newbie in F# and it is possible to have messed up something with the version and framework detection. So far, all existing tests are passing and the executable I've built does work for me with Unity.
Still, I'd appreciate a somewhat thorough code review.