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博客园 - 赵青青

AI模型Claude的Haiku、Sonnet、Opus 怎么选? obsidian(md笔记管理)使用实践 python中可变参数与装饰器的例子 C++ lambda 表达式 3ds max的obj文件格式说明 CPython调试和性能分析 Python3类型安全type hint Python3虚拟机和对象 vs编译cpp时设置排除项 与ChatGPT的对话在windows上获取mac地址 Python311新特性-特化指令specializing adaptive interpreter-typing-asyncio 最小体积拉取git仓库并保持可更新 pycharm一些减少代码warning的拼写检查设置 JavaScript速查表 Python cheatsheet 速查表 DirectX9(D3D9)游戏开发:高光时刻录制和共享纹理的踩坑 FFmpeg在游戏视频录制中的应用:画质与文件大小的综合比较 c++中字符串之string和char IMGUI快速入门
unity .net8 suppot comming
赵青青 · 2024-10-20 · via 博客园 - 赵青青

Hello everyone, 大家好,

With the summer holidays upon us, It’s been a while since my last update, so I wanted to share some progress on our .NET Modernization effort.
暑假即将来临,自从我上次更新以来已经有一段时间了,所以我想分享我们的 .NET 现代化工作的一些进展。

The transition to .NET 8/CoreCLR is moving along smoothly. We’re continuing to execute the plan I outlined in my previous post, and we’ve made good progress in several key areas:
向 .NET 8/CoreCLR 的过渡进展顺利。我们正在继续执行我在上一篇文章中概述的计划,并且我们在几个关键领域取得了良好进展:

  • The Unity Editor and Players are now fully running on .NET 8 CoreCLR, with Mono officially removed.
    Unity 编辑器和播放器现在完全在 .NET 8 CoreCLR 上运行,Mono 已正式删除。
  • We’ve successfully converted over 80 assemblies to be loaded into a long-living Assembly Load Context (ALC) and have begun testing this in the Editor. However, converting all remaining assemblies requires collaboration with other Unity teams, and we’re planning to complete this work in the coming months.
    我们已成功转换 80 多个程序集以加载到长期存在的程序集加载上下文 (ALC) 中,并已开始在编辑器中对此进行测试。然而,转换所有剩余的程序集需要与其他 Unity 团队协作,我们计划在未来几个月内完成这项工作。
  • IL2CPP support for .NET 8 BCL is progressing well, with a significant portion of our integration tests now starting to run on key platforms.
    IL2CPP 对 .NET 8 BCL 的支持进展顺利,我们的集成测试的很大一部分现在开始在关键平台上运行。
  • We’ve also made considerable progress on MSBuild support for building user projects, which involved migrating several projects and packages. This feature is currently opt-in, as we’re still working towards making it the default.
    我们还在构建用户项目的 MSBuild 支持方面取得了相当大的进展,其中涉及迁移多个项目和包。此功能目前是可选的,因为我们仍在努力将其设为默认功能。
  • The integration of Burst into the core of the Unity Editor/Engine is advancing steadily.
    Burst 与 Unity 编辑器/引擎核心的集成正在稳步推进。

As with any complex project, some aspects are time-consuming and may not be particularly exciting from an external perspective. For example, while we’ve converted over 30 additional modules, the work is meticulous and requires time. Additionally, software development can sometimes be affected by factors beyond our control (such as team changes), which can impact our pace.
与任何复杂的项目一样,某些方面非常耗时,并且从外部角度来看可能并不特别令人兴奋。例如,虽然我们已经转换了 30 多个附加模块,但工作非常细致且需要时间。此外,软件开发有时会受到我们无法控制的因素(例如团队变更)的影响,这可能会影响我们的进度。

At this stage, we still can’t provide a specific ETA. However, with Unite coming up soon, we hope to offer a glimpse into what’s ahead.
现阶段,我们仍然无法提供具体的预计到达时间。然而,随着 Unite 即将推出,我们希望能够让大家一睹未来的发展。

原文:Unity Future .NET Development Status - Unity Engine - Unity Discussions