├── .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:
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1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
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/.gitignore:
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1 | *.dll
2 |
3 | # Created by https://www.gitignore.io/api/unity,rider,visualstudio
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462 | FSharpIntegration/Assembly-FSharp/
463 |
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2 | CSharp70
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/FSharpIntegration/Assets/FSharpIntegration/Editor/FSharpImporter.cs:
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1 | using System;
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 | }
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612 | 17. Interpretation of Sections 15 and 16.
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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:
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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 |
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/unity-fsharp-integration.unitypackage:
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https://raw.githubusercontent.com/sppt-2k19/unity-fsharp-integration/cfb35b713733464003f7f993a439435a24420e7e/unity-fsharp-integration.unitypackage
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