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Mono for Unreal Engine (mono-ue.github.io)
43 points by stesch on May 14, 2015 | hide | past | favorite | 34 comments


You realize this is officially abandoned right?

https://forums.unrealengine.com/showthread.php?54595-I-want-...

&tldr; Epic saw the Unity thing and went 'nope; not unless you make it free forever'.

(Also, don't bother. It doesn't work with the most recent version of the engine either)


Sorry for wasting everybody's time. I didn't know this isn't a real thing anymore. :-(

I was digging through Reddit and saw some interesting comment by Miguel de Icaza. It was regarding his blog post http://tirania.org/blog/archive/2014/Oct-23.html (Mono for Unreal Engine).

There was no update to the situation in this blog post. No information on the site I posted here. Really bad communication from Miguel and Xamarin. :-(

I have only followed one tutorial for Unity3D and have never tried Unreal Engine. I'm just interested in the topic because it's different from my day job and I'd like to try something new. Posted the link here to provoke some discussion about it.

(The 1980s were so much easier. Not many choices on the C64.)


What's the "Unity thing"?

I'm disappointed that the semi-official Lua integration seems to have gone nowhere for the past six months or so. I think that's a much better intermediate step between C++ and Blueprints.


Unity licensed mono, with a very special license, for that specific version of mono. Then there was what, 4 or 5 years of wrangling and no C# version updates because of licensing and royalty disagreements with 'whoever owns mono at the moment'. I can't honestly be bothered digging the threads up, but search the unity forums and you'll get the whole story.

Unity is now officially pursuing the 'compiles C# to C++' thing. They say it's because its 5-10x faster (and it is... compared to the specific C# runtime they're using...). I'd guess that lets them do some legal loop hole things.

Licensing. Devil's in the details.

Unreal just nipped the whole thing in the bud by saying; make it free and open source, or don't come to the party.


According to the Mono project's website they are open source: http://www.mono-project.com/docs/about-mono/

It's all MIT and GPL: http://www.mono-project.com/docs/faq/licensing/


Licensing How much does this cost?

To redistribute code written with Mono for Unreal Engine, you must have a commercial license to the Mono runtime.

These licenses are included in Xamarin's commercial products for targeting Mac, Android and iOS.

Xamarin product pricing starts at $0 for Starter Edition and adds Visual Studio support at $999 per developer, per platform.

In addition, you still need to comply to your license agreement with EpicGames for Unreal Engine.


I'd lay the blame on Unreal here. It's possible to bundle the mono runtime with your game, it's just that Unreal has done it in a way that doesn't satisfy the LGPL. As long as the runtime is a separate binary for which all source is available, you're fine. This can be made completely invisible to the end user.

Maybe there's some difficulty I'm not seeing here, though.


Devils in the details huh? https://store.xamarin.com/

Doesn't look free to me.

(and I'm not being narky. This is the point I'm making; it's only superficially free. Then you have to say, ship a game, and woa~ wait, it has to be GPL now if you bundle the runtime, or you have to pay a licensing fee?)


"When do I need to obtain a license from Xamarin to the Mono Runtime? We only require licensing for uses of Mono and Moonlight on embedded systems, or systems where you are unable to fulfill the obligations of the GNU LGPL.

For example, if you manufacture a device where the end user is not able to do an upgrade of the Mono virtual machine or the Moonlight runtime from the source code, you will need a commercial license of Mono and Moonlight.

Or if you ship an application that requires to statically link the Mono runtime and you are not able to provide the object code to relink Mono, you must obtain a commercial license from Xamarin."

You can bundle as much as you want, as long as you adhere to the rules.


I don't even know what point you're making.

'as long as you adhere to the rules.'

Yes, by 'obtain a commercial license from Xamarin', they mean, 'pay a license fee'.

Like say, if you ship a mobile game. The only reason Unity gets away with it is because they have a licensing deal that permits them to ship mono.

If you want to write a mobile game, you pay for it.

That's not freedom.


Yeah, on a locked down mobile platform this is all true, but on the desktop the quote I pasted suggests you actually can use Mono for free.

To most users of Unreal Engine, mobile games aren't really a priority, though I understand Unreal wants to change this.

The problem in the mobile case is not that Mono isn't free; it's that the licence isn't permissive enough.

That mobile platforms and GPL-style licenses don't play well together is nothing new, and I think it's misleading to call Mono "not free" just because the restriction of the Apple App Store and iOS don't allow you to use it there.


> I don't even know what point you're making.

Then read again.

The fact is the runtime and libraries are MIT and LGPL. Your statement that your game has to be GPL if you use them is totally wrong. Least of all, because the GPL is neither of those two licenses, but most importantly, those licenses allow you to release a game under a license that's not even MIT or the LGPL, because that's the nature of those two licenses.

Unity is required to pay a custom license because they didn't want to accept the terms that are available to everyone. (I almost wrote "everyone else" there, but that would have been wrong because the terms were available even to Unity.)


You mind explaining that downvote there, buddy?


Don't confuse Mono and Xamarin, they're two separate things.


Open Source does not = Free of Cost.

Anyone can use the MIT or GPL and charge for services and it is actually encouraged by RMS.


For the person who down voted and think I am wrong:

http://www.gnu.org/philosophy/selling.en.html


Do you plan to give your game away for free?


(Also, don't bother. It doesn't work with the most recent version of the engine either)

That is not the bad thing. They said they wanted to make it stable for 1 version before upgrading to the newest.

The problem is that is super buggy right now. It crashes almost all the time on my machine.


When was this project abandoned? There's a mailing list and Miguel de Icaza posted last month. Nothing mentioned about abandoning the project.


Yes, because the download link was broken and no one noticed. ...because no one was using it.

...that is what an abandoned project looks like.


What are you talking about?


Mono and C# are now being used by both Unity and Unreal. This certainly gives further momentum to the language for game developers. With all the past license changes and the cross platform nature of Unreal and Unity this makes it a lot more pursading to learn C#\Mono for game development.

Personally I have a few educational games I would like to write and still can't decide what tool would be best, certainly Unreal will be to over the top for my ideas, but Unity keeps seeming like it would get me out the door quicker. The issue always was writing in Java Script or C# with C# always looking like a much better option.


Unreal doesn't use Mono or C#.


> Unreal doesn't use Mono or C#

FROM THE READING "With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more."


As someone already said, project is dead and doesn't work with the latest versions of UE.


There's current traffic on the mailing list. Everybody talks about it like it's alive.


So you down vote and make a statement that is the opposite of the announcement with nothing to back up your claim on this post or the other post stating this isn't the real world situation?


I didn't downvote you. I don't know how to, or even that you could here at HN. I suppose that's what the graying of some posts is?

As for your link, somebody above already showed how it doesn't work anymore with the latest versions and that the project was abandoned.


Title of this post: Mono for Unreal Engine


That may be the title of the post, but it doesn't reflect the real-world situation.


READ THE LINK

C# for Unreal Engine

With Mono for Unreal Engine, you can now use the latest version of C# to write your gameplay code, AI behaviors, UI elements, and more.

You have access to the entire range of capabilities of the .NET framework, up to version 4.5. You can even use C# async programming to author your code. Download it and give it a try.


The link is outdated.


Than read the mailing list. It is active.


Yes, but it would be nice to have something in between JavaScript and C#. Some 2D game devs I know use Löve2D (Lua) or Phaser (JavaScript) with TypeScript.

On the other hand Löve2D and Phaser haven't nearly the Unity tooling.




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