├── .gitattributes ├── .gitignore ├── FSharpIntegration ├── Assembly-CSharp-Editor.csproj.DotSettings ├── Assets │ ├── AssetStoreTools │ │ └── Editor │ │ │ ├── DroidSansMono.ttf │ │ │ └── icon.png │ ├── FSharpIntegration │ │ └── Editor │ │ │ ├── FSharpImporter.cs │ │ │ ├── UnityReference.cs │ │ │ └── UnityReferenceContainer.cs │ └── Scenes │ │ └── SampleScene.unity └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ └── VFXManager.asset ├── LICENSE ├── README.md └── unity-fsharp-integration.unitypackage /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | *.dll 2 | 3 | # Created by https://www.gitignore.io/api/unity,rider,visualstudio 4 | # Edit at https://www.gitignore.io/?templates=unity,rider,visualstudio 5 | 6 | ### Rider ### 7 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio and WebStorm 8 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 9 | 10 | # User-specific stuff 11 | .idea/**/workspace.xml 12 | .idea/**/tasks.xml 13 | .idea/**/usage.statistics.xml 14 | .idea/**/dictionaries 15 | .idea/**/shelf 16 | 17 | # Generated files 18 | .idea/**/contentModel.xml 19 | 20 | # Sensitive or high-churn files 21 | .idea/**/dataSources/ 22 | .idea/**/dataSources.ids 23 | .idea/**/dataSources.local.xml 24 | .idea/**/sqlDataSources.xml 25 | .idea/**/dynamic.xml 26 | .idea/**/uiDesigner.xml 27 | .idea/**/dbnavigator.xml 28 | 29 | # Gradle 30 | .idea/**/gradle.xml 31 | .idea/**/libraries 32 | 33 | # Gradle and Maven with auto-import 34 | # When using Gradle or Maven with auto-import, you should exclude module files, 35 | # since they will be recreated, and may cause churn. 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2 | using System.Collections.Generic; 3 | using System.Diagnostics; 4 | using System.IO; 5 | using System.Linq; 6 | using System.Runtime.InteropServices; 7 | using System.Text.RegularExpressions; 8 | using System.Xml.Linq; 9 | using UnityEditor; 10 | using Path = System.IO.Path; 11 | using File = System.IO.File; 12 | using Directory = System.IO.Directory; 13 | 14 | namespace FSharpIntegration.Editor 15 | { 16 | [InitializeOnLoad] 17 | public static class FSharpImporter 18 | { 19 | private const string MenuItemRecompile = "F#/Compile F# _F6"; 20 | private const string MenuItemCreateFSharpProject = "F#/Create F# project"; 21 | private const string MenuItemOpenFSharpProject = "F#/Open F# project in default editor"; 22 | 23 | private const string MenuItemReferenceCSharpDll = "F#/Include reference to C# project"; 24 | private const string MenuItemIncludeAdditionalReferences = "F#/Include additional references"; 25 | private const string MenuItemReleaseBuild = "F#/Compile in release mode"; 26 | private const string MenuItemIsDebug = "F#/Show debug information"; 27 | 28 | private const string CSharpProject = "Assembly-CSharp.csproj"; 29 | private const string FSharpProject = "Assembly-FSharp.fsproj"; 30 | 31 | private const string Version = "1.2.5"; 32 | 33 | private static readonly string[] IgnoredFiles = { "Assembly-FSharp.dll", "FSharp.Core.dll" }; 34 | 35 | private static bool _compiling = false; 36 | private static readonly bool DotnetAvailable; 37 | 38 | private static bool ShowDebugInfo 39 | { 40 | get => UnityEditor.EditorPrefs.GetBool(MenuItemIsDebug, false); 41 | set => UnityEditor.EditorPrefs.SetBool(MenuItemIsDebug, value); 42 | } 43 | private static bool IsReleaseMode 44 | { 45 | get => UnityEditor.EditorPrefs.GetBool(MenuItemIsDebug, false); 46 | set => UnityEditor.EditorPrefs.SetBool(MenuItemIsDebug, value); 47 | } 48 | private static bool ReferenceCSharpDll 49 | { 50 | get => UnityEditor.EditorPrefs.GetBool(MenuItemReferenceCSharpDll, false); 51 | set => UnityEditor.EditorPrefs.SetBool(MenuItemReferenceCSharpDll, value); 52 | } 53 | private static bool IncludeAdditionalReferences 54 | { 55 | get => UnityEditor.EditorPrefs.GetBool(MenuItemIncludeAdditionalReferences, false); 56 | set => UnityEditor.EditorPrefs.SetBool(MenuItemIncludeAdditionalReferences, value); 57 | } 58 | 59 | private static void Print(string message) => UnityEngine.Debug.Log("F# : " + message); 60 | private static void PrintWarning(string message) => UnityEngine.Debug.LogWarning("F# : " + message); 61 | private static void PrintError(string message) => UnityEngine.Debug.LogError("F# : " + message); 62 | 63 | private static readonly Regex MatchReferences = 64 | new Regex("\\s*([^<]+)<\\/HintPath>\\s*<\\/Reference>", RegexOptions.Compiled); 65 | 66 | 67 | static FSharpImporter() 68 | { 69 | Print($"version {Version} loaded"); 70 | DotnetAvailable = CanExecuteCmd("dotnet", "--version"); 71 | if (!DotnetAvailable) 72 | { 73 | PrintWarning("dotnet was not found. Please install and ensure it is available from a terminal"); 74 | } 75 | EditorApplication.playModeStateChanged += OnPlayModeStateChanged; 76 | try 77 | { 78 | UnityEditor.Menu.SetChecked(MenuItemIsDebug, ShowDebugInfo); 79 | UnityEditor.Menu.SetChecked(MenuItemReleaseBuild, IsReleaseMode); 80 | UnityEditor.Menu.SetChecked(MenuItemReferenceCSharpDll, ReferenceCSharpDll); 81 | UnityEditor.Menu.SetChecked(MenuItemIncludeAdditionalReferences, IncludeAdditionalReferences); 82 | } 83 | catch (Exception) { } 84 | } 85 | 86 | private static void OnPlayModeStateChanged(PlayModeStateChange change) 87 | { 88 | if (change == PlayModeStateChange.EnteredPlayMode) 89 | { 90 | EditorApplication.ExitPlaymode(); 91 | try 92 | { 93 | Build(); 94 | EditorApplication.EnterPlaymode(); 95 | } 96 | catch (Exception e) { 97 | UnityEngine.Debug.LogException(e); 98 | } 99 | } 100 | } 101 | 102 | private static void EnsureCSharpProjectExistance() 103 | { 104 | var dir = Directory.GetCurrentDirectory(); 105 | if (!File.Exists(Path.Combine(dir, CSharpProject))){ 106 | UnityEditor.EditorApplication.ExecuteMenuItem("Assets/Open C# Project"); 107 | } 108 | } 109 | 110 | [UnityEditor.MenuItem(MenuItemRecompile, false, 1)] 111 | public static void InvokeCompiler() 112 | { 113 | if (_compiling) 114 | { 115 | PrintWarning("already compiling..."); 116 | } 117 | else 118 | { 119 | _compiling = true; 120 | try 121 | { 122 | Build(); 123 | } 124 | catch (Exception e) { 125 | UnityEngine.Debug.LogException(e); 126 | } 127 | _compiling = false; 128 | } 129 | } 130 | 131 | private static void Build() 132 | { 133 | var dir = Directory.GetCurrentDirectory(); 134 | var fsProjects = Directory.EnumerateFiles(dir, "*.fsproj", SearchOption.AllDirectories); 135 | var releaseBuild = IsReleaseMode; 136 | Print($"compiling in {(releaseBuild ? "release" : "debug")} mode.."); 137 | var references = ExtractUnityReferences(dir, releaseBuild); 138 | foreach (var project in fsProjects) 139 | { 140 | UpdateReferences(project, references); 141 | Compile(dir, project, releaseBuild); 142 | } 143 | } 144 | 145 | [UnityEditor.MenuItem(MenuItemRecompile, true, 1)] 146 | public static bool CanInvokeCompiler() 147 | { 148 | return DotnetAvailable && !_compiling; 149 | } 150 | 151 | [UnityEditor.MenuItem(MenuItemCreateFSharpProject, false, 2)] 152 | public static void CreateFSharpProject() 153 | { 154 | var dir = Directory.GetCurrentDirectory(); 155 | var name = "Assembly-FSharp"; 156 | var projectDir = Path.Combine(dir, name); 157 | 158 | Directory.CreateDirectory(projectDir); 159 | ExecuteCmd("dotnet", $"new classlib --language F# --name \"{name}\" --output \"{projectDir}\""); 160 | UpdateReferences(Path.Combine(projectDir, name + ".fsproj"), ExtractUnityReferences(dir, IsReleaseMode)); 161 | } 162 | 163 | [UnityEditor.MenuItem(MenuItemCreateFSharpProject, true, 2)] 164 | public static bool CanCreateFSharpProject() 165 | { 166 | var projectDir = Path.Combine(Directory.GetCurrentDirectory(), "Assembly-FSharp"); 167 | return DotnetAvailable && !Directory.Exists(projectDir); 168 | } 169 | 170 | [UnityEditor.MenuItem(MenuItemOpenFSharpProject, false, 3)] 171 | public static void OpenFSharpProject() 172 | { 173 | var fsProjectPath = Path.Combine(Directory.GetCurrentDirectory(), "Assembly-FSharp", FSharpProject); 174 | if (File.Exists(fsProjectPath)) 175 | { 176 | Process.Start(fsProjectPath); 177 | } 178 | else 179 | { 180 | PrintError("cannot find the F# project to open"); 181 | } 182 | } 183 | 184 | [UnityEditor.MenuItem(MenuItemOpenFSharpProject, true, 3)] 185 | public static bool CanOpenFSharpProject() 186 | { 187 | var fsProjectPath = Path.Combine(Directory.GetCurrentDirectory(), "Assembly-FSharp", FSharpProject); 188 | return File.Exists(fsProjectPath); 189 | } 190 | 191 | [UnityEditor.MenuItem(MenuItemReferenceCSharpDll, false, 51)] 192 | public static void ToggleReferenceCSharpDll() 193 | { 194 | ReferenceCSharpDll = !ReferenceCSharpDll; 195 | UnityEditor.Menu.SetChecked(MenuItemReferenceCSharpDll, ReferenceCSharpDll); 196 | } 197 | 198 | [UnityEditor.MenuItem(MenuItemIncludeAdditionalReferences, false, 52)] 199 | public static void ToggleIncludeAdditionalReferences() 200 | { 201 | IncludeAdditionalReferences = !IncludeAdditionalReferences; 202 | UnityEditor.Menu.SetChecked(MenuItemIncludeAdditionalReferences, IncludeAdditionalReferences); 203 | } 204 | 205 | [UnityEditor.MenuItem(MenuItemReleaseBuild, false, 53)] 206 | public static void ToggleReleaseBuild() 207 | { 208 | IsReleaseMode = !IsReleaseMode; 209 | UnityEditor.Menu.SetChecked(MenuItemReleaseBuild, IsReleaseMode); 210 | } 211 | 212 | [UnityEditor.MenuItem(MenuItemIsDebug, false, 54)] 213 | public static void ToggleIsDebug() 214 | { 215 | ShowDebugInfo = !ShowDebugInfo; 216 | UnityEditor.Menu.SetChecked(MenuItemIsDebug, ShowDebugInfo); 217 | } 218 | 219 | private static UnityReferenceContainer ExtractUnityReferences(string dir, bool releaseBuild) 220 | { 221 | var started = DateTime.UtcNow; 222 | var unityCsProject = Path.Combine(dir, CSharpProject); 223 | if (!File.Exists(unityCsProject)) 224 | { 225 | throw new FileNotFoundException("No Unity projects to copy references from found. Please add a C# script, open it, and try again"); 226 | } 227 | 228 | var allReferences = new HashSet(); 229 | 230 | var csProjectContent = File.ReadAllText(unityCsProject); 231 | var matches = MatchReferences.Matches(csProjectContent); 232 | foreach (Match match in matches) 233 | { 234 | var include = match.Groups[1].Value; 235 | var hintPath = match.Groups[2].Value; 236 | if (IgnoredFiles.Any(file => hintPath.EndsWith(file))) continue; 237 | allReferences.Add(new UnityReference(include, hintPath)); 238 | } 239 | 240 | 241 | UnityReference csharpDllUnityReference = null; 242 | if (ReferenceCSharpDll) 243 | { 244 | var csharpLibrary = Directory.GetFiles(dir, "Assembly-CSharp.dll", SearchOption.AllDirectories); 245 | var mode = releaseBuild ? "Release" : "Debug"; 246 | var properLibrary = csharpLibrary.FirstOrDefault(dll => dll.Contains(mode)) ?? csharpLibrary.FirstOrDefault(); 247 | if (properLibrary != null) 248 | { 249 | csharpDllUnityReference = new UnityReference("Assembly-CSharp", properLibrary); 250 | } 251 | } 252 | 253 | var unityEngine = allReferences.FirstOrDefault(r => r.Include == "UnityEngine"); 254 | var unityEditor = allReferences.FirstOrDefault(r => r.Include == "UnityEditor"); 255 | 256 | allReferences.Remove(unityEngine); 257 | allReferences.Remove(unityEditor); 258 | 259 | if (ShowDebugInfo) Print($"extracting references from Unity project took {DateTime.UtcNow.Subtract(started).TotalMilliseconds:F2}ms"); 260 | return new UnityReferenceContainer 261 | { 262 | UnityEngine = unityEngine, 263 | UnityEditor = unityEditor, 264 | CSharpDll = csharpDllUnityReference, 265 | Additional = allReferences.ToList() 266 | }; 267 | } 268 | 269 | private static void UpdateReferences(string project, UnityReferenceContainer references) 270 | { 271 | var started = DateTime.UtcNow; 272 | var fsProjectDocument = XDocument.Load(project); 273 | 274 | // Remove existing references 275 | fsProjectDocument 276 | .Descendants("ItemGroup") 277 | .Where(itemGroup => itemGroup.FirstNode is XElement element && element.Name == "Reference") 278 | .Remove(); 279 | 280 | var mainUnityReferencesGroup = new XElement("ItemGroup"); 281 | mainUnityReferencesGroup.Add(references.UnityEngine.ToXElement()); 282 | mainUnityReferencesGroup.Add(references.UnityEditor.ToXElement()); 283 | fsProjectDocument.Root.Add(mainUnityReferencesGroup); 284 | 285 | if (ReferenceCSharpDll) 286 | { 287 | if (references.CSharpDll != null) 288 | { 289 | var csharpReferenceGroup = new XElement("ItemGroup"); 290 | csharpReferenceGroup.Add(references.CSharpDll.ToXElement()); 291 | fsProjectDocument.Root.Add(csharpReferenceGroup); 292 | } 293 | else 294 | { 295 | PrintError("no C# project dll was found to reference. Please create a C# script and open it, to have Unity generate a C# project"); 296 | } 297 | } 298 | 299 | if (IncludeAdditionalReferences) 300 | { 301 | var additionalUnityReferencesGroup = new XElement("ItemGroup"); 302 | foreach (var reference in references.Additional) 303 | { 304 | additionalUnityReferencesGroup.Add(reference.ToXElement()); 305 | } 306 | fsProjectDocument.Root.Add(additionalUnityReferencesGroup); 307 | } 308 | 309 | fsProjectDocument.Save(project); 310 | 311 | if (ShowDebugInfo) Print($"adding references to '{Path.GetFileNameWithoutExtension(project)}' took {DateTime.UtcNow.Subtract(started).TotalMilliseconds:F2}ms"); 312 | } 313 | 314 | private static readonly Regex FileErrorRegex = new Regex("\\.fs\\((\\d{1,7}),(\\d{1,7})\\)", RegexOptions.Compiled); 315 | private static readonly Regex TargetFrameworkRegex = new Regex("([^<]+)<\\/TargetFramework>", RegexOptions.Compiled); 316 | private static void Compile(string unityRoot, string project, bool releaseMode) 317 | { 318 | var projectName = Path.GetFileNameWithoutExtension(project); 319 | var projectDir = Path.GetDirectoryName(project); 320 | var configuration = releaseMode ? "Release" : "Debug"; 321 | 322 | var fsProjContent = File.ReadAllText(project); 323 | var match = TargetFrameworkRegex.Match(fsProjContent); 324 | if (!match.Success) 325 | { 326 | PrintError($"could not parse the TargetFramework in {Path.GetFileName(project)}"); 327 | return; 328 | } 329 | 330 | var targetFramework = match.Groups[1].Value; 331 | var projectBuildDir = Path.Combine(projectDir, "bin", configuration, targetFramework); 332 | 333 | Directory.CreateDirectory(projectBuildDir); 334 | var projectDllFilename = projectName + ".dll"; 335 | var projectDllBuildPath = Path.Combine(projectBuildDir, projectDllFilename); 336 | var projectDllAssetPath = Path.Combine(unityRoot, "Assets", projectDllFilename); 337 | 338 | var buildFileLastModified = File.GetLastWriteTimeUtc(projectDllBuildPath); 339 | var assetFileLastModified = File.GetLastWriteTimeUtc(projectDllAssetPath); 340 | var fsFiles = Directory.EnumerateFiles(projectDir, "*.fs", SearchOption.AllDirectories); 341 | 342 | var compileRequired = fsFiles.Any(file => File.GetLastWriteTimeUtc(file) > buildFileLastModified); 343 | var copyRequired = compileRequired || buildFileLastModified > assetFileLastModified; 344 | 345 | if (!compileRequired && !copyRequired) 346 | { 347 | Print($"'{projectName}' is already up-to-date"); 348 | return; 349 | } 350 | 351 | DateTime started; 352 | if (compileRequired) 353 | { 354 | started = DateTime.UtcNow; 355 | var arg = 356 | $"build \"{project}\" --no-dependencies --configuration {configuration} --verbosity quiet --output \"{projectBuildDir}\""; 357 | var (success, trimmedErrors) = ExecuteCmd("dotnet", arg); 358 | if (!success) 359 | { 360 | var errorLines = trimmedErrors.Split('\n').Skip(3).Select(s => 361 | { 362 | var fileMatch = FileErrorRegex.Match(s); 363 | if (fileMatch.Success) 364 | { 365 | var filename = Path.GetFileNameWithoutExtension(s.Substring(0, fileMatch.Index + 3)) + fileMatch.Value; 366 | s = filename + s.Substring(fileMatch.Index + fileMatch.Length); 367 | } 368 | var index = s.LastIndexOf('['); 369 | return index == -1 ? s : s.Substring(0, index - 1); 370 | }); 371 | trimmedErrors = string.Join("\n", errorLines); 372 | PrintError($"compilation using dotnet failed:\n{trimmedErrors}"); 373 | return; 374 | } 375 | if (ShowDebugInfo) Print($"compilation of '{projectName}' took {DateTime.UtcNow.Subtract(started).TotalMilliseconds:F2}ms"); 376 | } 377 | 378 | started = DateTime.UtcNow; 379 | File.Copy(projectDllBuildPath, projectDllAssetPath, true); 380 | Print(ShowDebugInfo 381 | ? $"copying '{projectDllFilename}' took {DateTime.UtcNow.Subtract(started).TotalMilliseconds:F2}ms" 382 | : $"compilation of '{projectName}' completed"); 383 | } 384 | 385 | private static bool CanExecuteCmd(string cmd, string args) 386 | { 387 | if (cmd == "dotnet" && RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) 388 | { 389 | // Use full path on macOS because it can't handle it otherwise 390 | cmd = "/usr/local/share/dotnet/dotnet"; 391 | } 392 | try 393 | { 394 | var startInfo = new ProcessStartInfo(cmd) 395 | { 396 | WindowStyle = ProcessWindowStyle.Hidden, 397 | Arguments = args 398 | }; 399 | Process.Start(startInfo)?.WaitForExit(); 400 | return true; 401 | } 402 | catch (FileNotFoundException) 403 | { 404 | return false; 405 | } 406 | catch (Exception) 407 | { 408 | return true; 409 | } 410 | } 411 | 412 | private static (bool, string) ExecuteCmd(string cmd, string args) 413 | { 414 | if (cmd == "dotnet" && RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) 415 | { 416 | // Use full path on macOS because it can't handle it otherwise 417 | cmd = "/usr/local/share/dotnet/dotnet"; 418 | } 419 | var proc = Process.Start(new ProcessStartInfo(cmd) 420 | { 421 | WindowStyle = ProcessWindowStyle.Hidden, 422 | Arguments = args, 423 | UseShellExecute = false, 424 | RedirectStandardOutput = true 425 | }); 426 | var output = proc?.StandardOutput.ReadToEnd(); 427 | proc?.WaitForExit(); 428 | return (proc?.ExitCode == 0, output); 429 | } 430 | } 431 | } 432 | -------------------------------------------------------------------------------- /FSharpIntegration/Assets/FSharpIntegration/Editor/UnityReference.cs: -------------------------------------------------------------------------------- 1 | using System.Xml.Linq; 2 | 3 | namespace FSharpIntegration.Editor 4 | { 5 | class UnityReference 6 | { 7 | public UnityReference(string include, string hintPath) 8 | { 9 | Include = include; 10 | HintPath = hintPath; 11 | } 12 | 13 | public readonly string Include; 14 | public readonly string HintPath; 15 | 16 | public override int GetHashCode() 17 | { 18 | return Include.GetHashCode(); 19 | } 20 | 21 | public XElement ToXElement() 22 | { 23 | return new XElement("Reference", new XAttribute("Include", Include), new XElement("HintPath", HintPath)); 24 | } 25 | } 26 | } -------------------------------------------------------------------------------- /FSharpIntegration/Assets/FSharpIntegration/Editor/UnityReferenceContainer.cs: -------------------------------------------------------------------------------- 1 | namespace FSharpIntegration.Editor 2 | { 3 | class UnityReferenceContainer 4 | { 5 | public UnityReference UnityEngine { get; set; } 6 | public UnityReference UnityEditor { get; set; } 7 | public UnityReference CSharpDll { get; set; } 8 | public System.Collections.Generic.List Additional { get; set; } 9 | } 10 | } -------------------------------------------------------------------------------- /FSharpIntegration/Assets/Scenes/SampleScene.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | m_SceneGUID: 00000000000000000000000000000000 12 | m_OcclusionCullingData: {fileID: 0} 13 | --- !u!104 &2 14 | RenderSettings: 15 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity F# integration 2 | ### _Make Unity functional again!_ 3 | - Requires [.NET Core SDK](https://dotnet.microsoft.com/download) 4 | 5 | Installing this Unity package adds an F# menu to the Unity editor: 6 | - `Compile F#` F6 _finds F# projects in the current Unity project folder and compiles them using `dotnet`_ 7 | - `Create F# project` _creates an F# project using `dotnet` and adds all Unity references_ 8 | - `Open F# project in default editor` _opens the F# project with the current default application for .fsproj files_ 9 | - `Include reference to C# project` _toggles the inclusion of a reference to the dll-file created by the Unity C# project_ 10 | - `Include additional references` _toggles the inclusion of references to additional Unity modules, besides `UnityEngine` and `UnityEditor`_ 11 | - `Compile in release mode` _toggles building in release mode instead of debug_ 12 | - `Show debug information` _toggles printing of debug information during compilation_ 13 | 14 | After creating an F# project through the extension, use the `Compile F#` button to compile the project and copy the resulting .dll into the `Assets/`-folder, so Unity can index it. 15 | 16 | You can also compile from the IDE you are using to edit the F# files, as long as the dll-file is put in `bin/Debug` or `bin/Release`. 17 | _Just remember to click `Compile F#` to have the extension copy over the needed file._ 18 | 19 | 20 | Download the [Unity package here](https://github.com/sppt-2k19/unity-fsharp-integration/raw/master/unity-fsharp-integration.unitypackage) 21 | -------------------------------------------------------------------------------- /unity-fsharp-integration.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/sppt-2k19/unity-fsharp-integration/cfb35b713733464003f7f993a439435a24420e7e/unity-fsharp-integration.unitypackage --------------------------------------------------------------------------------