@hach-que - So i installed Protobuild Manager directly from the Windows installer linked from here:
My experience so far with the tool and concerns i have about our usage of it. Visual studio community 2017 for mac debug.
This used to come pre-packaged with older versions of Visual Studio, and is now an optional feature (but still necessary for some templates, like MonoGame). If you're not sure, re-run the Visual Studio installer, and select 'Modify' on the pane for Visual Studio 2017. This version of Visual Studio is unable to open the following projects. The project types may not be installed or this version of Visual Studio may not support them. Add templates for Visual Studio Mac. Fletch 2017-06-14 17:53:18 UTC #8. I am new here and managed to create a Monogame solution/project in Visual Studio for Mac by following the instructions above, but I'm basically on the same page as @Fletch. Getting started with MonoGame videos for Visual Studio 2015 & 2017 release (self.monogame) submitted 1 year ago by Darks1de I get a fair few comments from new and old MonoGame users alike, as to how to start using Android, get feature X working, why does Visual Studio not let me start project X working.
The tool seems to just be named Protobuild.exe .. am i correct in assuming this means it is the same as the current Protobuild.exe we have in the root of the MG project? Would this mean if we were to adopt it then double clicking the Protobuild.exe in the root of MG would launch this tool? This is not something we would want to happen.
When i run Protobuild.exe it seems to create a console window then launch its GUI window. Can that be fixed to not generate a console window first?
The tool by default seems to pull templates from some unknown online sources. It seems that can be disabled. We would want the templates to come from local sources in most cases with maybe an option to gather other templates from an additional online source we can define too.
My first project build took alot of time.. maybe 5 minutes. Desktop mac powerful enough for studio one 3 pro. I assume it is from it downloading tons of stuff. My second project took less time.. maybe 2 minutes. I assume we can eliminate most of that by not pulling stuff from online sources.
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I seem to remember the tool is caching some stuff to its own hidden location and/or locations. Where would i find that on my system?
Can we limit which platforms a template works with? For instance if you try to create a `C# console project' on Windows Universal platform you'll find that doesn't work at all. I would expect we would have some similar situations.. like a Oculus VR template not working on Android.
I'm experimenting with the tool right now.. i'm sure i'll have more questions later.
Posted by2 years ago
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I get a fair few comments from new and old MonoGame users alike, as to how to start using Android, get feature X working, why does Visual Studio not let me start project X working.
So with the release of 3.6 and Visual Studio 2017, I've put together two separate walk-through videos for getting started with MonoGame:
Each video has links to the source slides in the comments and walks through:
Each also including hints/tips and gotcha's for each platform (that relate to MonoGame, not how to setup an Apple ID)
Monogame Visual Studio 17 For Mac
Drop comments on the videos or hear as to your own personal tips and suggestions with your own experiences.
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