-
Notifications
You must be signed in to change notification settings - Fork 120
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Multi-platform Support #17
Comments
Or using GTK# for the GUI would also do the trick. A standalone CLI would be helpful. Or integrate everything into the asset processor and manage everything (including GUI) in Unity itself. |
The mono runtime does support Windows Forms (if not in entirety, at least partially), wich is used by Tiled2Unity (even though the visuals are not nice). What prevents Tiled2Unity to compile and run flawlesly under mono are other things. I have forked Seanba's master branch some months ago and made some minor modifications to allow the code to compile and run under mono. Three days ago I merged Seanba's master branch with my fork to keep mine up to date. You can see my fork here: |
EDIT: at a minimum, I'm missing libmono-uia-cil-dev.. grepping around for others. @Gnumaru - this is awesome! But I'm getting some errors when I run xbuild:
|
Sorry. Seems like I forgot to push a commit. Before, I was conditionally loading a 'RichText50W' if the code was running on MS Dotnet or loading a Windows.Forms.RichTextBox if it was running on mono
But i think it is better to just drop out the RichText50W, since it's just used in the about dialog. |
As of version 1.0.7.0 there is a separate Tiled2UnityMac application available (built on top of Xamarin.Mac) |
With the Unity editor running on OSX (and now Linux), and tiled as well, it would be totally awesome to be able to run this under mono to support other platforms as well.
There are sort of two approaches I can think of to doing this:
The text was updated successfully, but these errors were encountered: