{"id":15910,"date":"2018-03-26T15:00:00","date_gmt":"2018-03-26T15:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/315820"},"modified":"2018-03-26T15:00:00","modified_gmt":"2018-03-26T15:00:00","slug":"unity-releases-engine-and-editor-source-code-through-github","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/03\/26\/unity-releases-engine-and-editor-source-code-through-github\/","title":{"rendered":"Unity releases engine and editor source code through GitHub"},"content":{"rendered":"<p>Unity has released the full C# code for the Unity engine and editor through GitHub.\u00a0<\/p>\n<p>The company has shared\u00a0the code under a reference-only license so game devs can peek under the hood and better understand the engine&#8217;s capabilities.\u00a0<\/p>\n<p>While it&#8217;s always been possible (and legal) to disassemble the Unity.NET assemblies, not only is it a fairly tricky task, but the disassembled output doesn&#8217;t offer the original comments and variable names, making it difficult to fully understand the code.\u00a0<\/p>\n<p>Because of that, Unity has decided to cut out the middle man by publishing the original source code itself, although the company has stressed it isn&#8217;t releasing the engine as open source &#8212; the reference-only license permits reading, but not modification.\u00a0<\/p>\n<p>Even so, being able to pore over the Unity engine and editor managed assemblies could be a useful learning exercise, especially for those looking to keep tabs on\u00a0changes\u00a0as successive versions release.\u00a0<\/p>\n<p>You can learn\u00a0more about the decision <a href=\"https:\/\/blogs.unity3d.com\/2018\/03\/26\/releasing-the-unity-c-source-code\/\">over on the Unity blog<\/a>, or check out the code <a href=\"https:\/\/github.com\/Unity-Technologies\/UnityCsReference\">right now on GitHub<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Unity has released the full C# code for the Unity engine and editor through GitHub.\u00a0 The company has shared\u00a0the code under a reference-only license so game devs can peek under the hood and better understand the engine&#8217;s capabilities.\u00a0 While it&#8217;s always been possible (and legal) to disassemble the Unity.NET assemblies, not only is it a [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":15911,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-15910","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15910","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=15910"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15910\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/15911"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=15910"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=15910"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=15910"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}