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Why is .NET 2.0 subset the default option ?

Discussion in 'Scripting' started by liortal, Jun 12, 2015.

  1. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,559
    I am not sure this has always been like that, i but i wonder - why is .NET 2.0 Subset the default option?

    upload_2015-6-12_10-43-12.png

    (I am using Unity 5.0.2)
     
  2. AlexConnolly

    AlexConnolly

    Joined:
    Dec 23, 2012
    Posts:
    32
    Pretty sure this is .net portable 2.0. The reason behind this is that you need to have the lowest level of external library you can possibly get away with without losing functionality.

    .net 2.0 is actually a fairly good base to work with, since the majority of computers have it. Infact, you could be pretty safe with using .net 3.5/4.0 now.
     
    t_w likes this.
  3. liortal

    liortal

    Joined:
    Oct 17, 2012
    Posts:
    3,559
    Yes, but why is the "subset" option the default, and not simply .NET 2.0 ?
     
  4. AlexConnolly

    AlexConnolly

    Joined:
    Dec 23, 2012
    Posts:
    32
    I always thought the subsets would be accompanied by a 'type' of subset. Actually, this seems really odd that it's just simply called 'Subset'. It's almost as though it's a Unity specific subset...
     
  5. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,199
    So I can't find this page on the latest documentation, but it shows the difference between the subset and the full deal.

    The reason for wanting to use a subset is that the .NET core libraries are included in your build for some (all?) platforms, and a subset is smaller, meaning that the final size of your game is smaller.

    This is a really good thing for smartphones - iphones have a 100mb limit on wifi download sizes, so shaving off a couple of mb of .NET libraries that you don't use might come in handy.
     
    ZpetsnaZ likes this.