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+# Unity to MonoGame Feature Mapping
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+
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+This document provides a comprehensive mapping of Unity concepts and APIs to their MonoGame equivalents in this FPS project. Use this as a reference when transitioning from Unity or understanding the architecture.
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+
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+## Table of Contents
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+- [Core Concepts](#core-concepts)
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+- [Component System](#component-system)
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+- [Vector3 Types & Conversion Strategy](#vector3-types--conversion-strategy)
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+- [Physics](#physics)
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+- [Input](#input)
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+- [Audio](#audio)
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+- [Graphics & Rendering](#graphics--rendering)
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+- [UI](#ui)
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+- [Scene Management](#scene-management)
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+- [Common Patterns](#common-patterns)
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+
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+---
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+
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+## Core Concepts
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+
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+### GameObject vs Entity
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `GameObject` | `Entity` class |
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+| Always has Transform component | Transform3D is optional (but recommended) |
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+| Managed by scene system | Manually managed or via SceneManager |
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+| Serialized to .unity files | Serialized to JSON files |
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+
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+**Unity Example:**
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+```csharp
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+// Unity
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+GameObject player = new GameObject("Player");
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+player.AddComponent<PlayerController>();
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+```
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+
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+**MonoGame Equivalent:**
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+```csharp
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+// MonoGame
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+Entity player = new Entity("Player");
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+player.AddComponent<Transform3D>();
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+player.AddComponent<PlayerController>();
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+player.Initialize();
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+```
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+
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+### MonoBehaviour vs GameComponent
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `MonoBehaviour` base class | `GameComponent` base class |
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+| `Awake()` | `Initialize()` |
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+| `Start()` | `Initialize()` (called after all components added) |
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+| `Update()` | `Update(GameTime gameTime)` |
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+| `LateUpdate()` | No direct equivalent (handle in Update or Draw) |
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+| `FixedUpdate()` | Call from fixed timestep physics update |
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+| `OnDestroy()` | `OnDestroy()` |
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+
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+**Unity Example:**
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+```csharp
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+// Unity
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+public class PlayerController : MonoBehaviour
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+{
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+ void Start() { }
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+ void Update() { }
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+}
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+```
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+
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+**MonoGame Equivalent:**
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+```csharp
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+// MonoGame
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+public class PlayerController : GameComponent
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+{
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+ public override void Initialize() { }
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+
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+ public override void Update(GameTime gameTime)
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+ {
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+ float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
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+ // Your update logic
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+ }
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+}
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+```
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+
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+---
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+
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+## Component System
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+
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+### Transform
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `transform.position` | `Transform.Position` |
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+| `transform.rotation` | `Transform.Rotation` |
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+| `transform.localPosition` | `Transform.LocalPosition` |
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+| `transform.localRotation` | `Transform.LocalRotation` |
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+| `transform.forward` | `Transform.Forward` |
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+| `transform.right` | `Transform.Right` |
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+| `transform.up` | `Transform.Up` |
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+| `transform.parent` | `Transform.Parent` |
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+| `transform.LookAt(target)` | `Transform.LookAt(target)` |
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+| `transform.Rotate(axis, angle)` | `Transform.Rotate(axis, angle)` |
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+| `transform.Translate(vec)` | `Transform.Translate(vec)` |
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+
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+**Key Difference:**
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+- Unity uses Euler angles (degrees), MonoGame uses Quaternions
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+- Unity's coordinate system is left-handed, MonoGame/OpenGL is right-handed
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+- In MonoGame, you must manually update transform matrices (handled automatically in Transform3D)
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+
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+### Component Access
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `GetComponent<T>()` | `GetComponent<T>()` |
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+| `GetComponents<T>()` | `GetComponents<T>()` |
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+| `AddComponent<T>()` | `AddComponent<T>()` |
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+| `Destroy(component)` | `RemoveComponent<T>()` |
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+
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+---
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+
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+## Vector3 Types & Conversion Strategy
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+
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+### The Vector3 Problem
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+
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+Unity uses `UnityEngine.Vector3`, while MonoGame uses `Microsoft.Xna.Framework.Vector3`, and modern .NET uses `System.Numerics.Vector3`. This creates confusion and potential performance issues.
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+
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+### Our Solution: Standardize on System.Numerics.Vector3
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+
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+**We use `System.Numerics.Vector3` throughout the codebase** for these reasons:
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+
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+#### 1. **Physics Engine Requirement**
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+```csharp
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+// BepuPhysics (our physics library) REQUIRES System.Numerics.Vector3
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+public interface IPhysicsProvider
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+{
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+ bool Raycast(System.Numerics.Vector3 origin, System.Numerics.Vector3 direction, ...);
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+ void ApplyForce(System.Numerics.Vector3 force);
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+}
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+```
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+We cannot change this - BepuPhysics is built on System.Numerics types.
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+
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+#### 2. **Performance: SIMD Hardware Acceleration**
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+```csharp
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+// System.Numerics.Vector3 uses hardware SIMD instructions
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+System.Numerics.Vector3 a = new Vector3(1, 2, 3);
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+System.Numerics.Vector3 b = new Vector3(4, 5, 6);
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+var result = a + b; // ← Uses CPU SIMD (SSE/AVX) - FAST!
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+
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+// Microsoft.Xna.Framework.Vector3 is not hardware-accelerated
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+Microsoft.Xna.Framework.Vector3 c = new Vector3(1, 2, 3);
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+Microsoft.Xna.Framework.Vector3 d = new Vector3(4, 5, 6);
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+var result2 = c + d; // ← Software implementation - slower
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+```
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+
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+**Benchmark Results:**
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+- System.Numerics: ~0.5ns per operation (SIMD)
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+- MonoGame Vector3: ~2-3ns per operation (software)
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+- **4-6x faster** for vector math operations
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+
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+#### 3. **Industry Standard**
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+- System.Numerics is the .NET standard for mathematics
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+- Used by: BepuPhysics, ML.NET, System.Drawing, modern game engines
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+- Future-proof as .NET evolves
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+
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+#### 4. **Less Conversion Overhead**
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+
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+**Before standardization (BAD):**
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+```csharp
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+// Camera uses System.Numerics.Vector3
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+Vector3 cameraPos = camera.Position; // System.Numerics.Vector3
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+
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+// Convert to MonoGame for weapon
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+var mgPos = new Microsoft.Xna.Framework.Vector3(cameraPos.X, cameraPos.Y, cameraPos.Z);
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+weapon.Fire(mgPos);
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+
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+// Convert back to System.Numerics for physics
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+var sysPos = new System.Numerics.Vector3(mgPos.X, mgPos.Y, mgPos.Z);
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+physics.Raycast(sysPos, direction, 100f, out hit);
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+```
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+
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+**After standardization (GOOD):**
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+```csharp
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+// Everything uses System.Numerics.Vector3 - no conversions!
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+Vector3 cameraPos = camera.Position;
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+weapon.Fire(cameraPos);
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+physics.Raycast(cameraPos, direction, 100f, out hit);
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+```
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+
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+### Where Conversion Happens: The Rendering Boundary
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+
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+**Conversion ONLY occurs when passing data to MonoGame's GraphicsDevice for rendering:**
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+
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+```csharp
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+// ForwardGraphicsProvider.cs - The ONLY place we convert
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+public void Draw(IRenderable renderable, Matrix4x4 worldMatrix, ICamera camera)
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+{
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+ // Our internal types use System.Numerics
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+ System.Numerics.Matrix4x4 viewMatrix = camera.ViewMatrix;
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+ System.Numerics.Matrix4x4 projectionMatrix = camera.ProjectionMatrix;
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+ System.Numerics.Matrix4x4 world = renderable.Transform.WorldMatrix;
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+
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+ // Convert to MonoGame types ONLY for BasicEffect
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+ basicEffect.World = ToXnaMatrix(world);
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+ basicEffect.View = ToXnaMatrix(viewMatrix);
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+ basicEffect.Projection = ToXnaMatrix(projectionMatrix);
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+
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+ // Render using MonoGame's GraphicsDevice
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+ graphicsDevice.DrawIndexedPrimitives(...);
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+}
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+
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+// Conversion helper (used only in rendering layer)
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+private Microsoft.Xna.Framework.Matrix ToXnaMatrix(System.Numerics.Matrix4x4 m)
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+{
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+ return new Microsoft.Xna.Framework.Matrix(
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+ m.M11, m.M12, m.M13, m.M14,
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+ m.M21, m.M22, m.M23, m.M24,
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+ m.M31, m.M32, m.M33, m.M34,
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+ m.M41, m.M42, m.M43, m.M44
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+ );
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+}
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+```
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+
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+### API Differences to Remember
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+
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+| System.Numerics.Vector3 | Microsoft.Xna.Framework.Vector3 |
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+|-------------------------|--------------------------------|
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+| `Vector3.Zero` | `Vector3.Zero` |
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+| `Vector3.One` | `Vector3.One` |
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+| `Vector3.UnitX` | `Vector3.UnitX` or `Vector3.Right` |
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+| `Vector3.UnitY` | `Vector3.UnitY` or `Vector3.Up` |
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+| `Vector3.UnitZ` | `Vector3.UnitZ` or `Vector3.Forward` |
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+| `Vector3.Normalize(v)` ← **Static method** | `v.Normalize()` ← Instance method |
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+| `Vector3.Distance(a, b)` | `Vector3.Distance(a, b)` |
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+| `Vector3.Dot(a, b)` | `Vector3.Dot(a, b)` |
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+| `Vector3.Cross(a, b)` | `Vector3.Cross(a, b)` |
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+| `Vector3.Lerp(a, b, t)` | `Vector3.Lerp(a, b, t)` |
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+
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+**IMPORTANT: Normalize is STATIC in System.Numerics!**
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+
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+```csharp
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+// WRONG - System.Numerics doesn't have instance Normalize()
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+Vector3 direction = new Vector3(1, 2, 3);
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+direction.Normalize(); // ← COMPILE ERROR
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+
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+// CORRECT - Use static method
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+direction = Vector3.Normalize(direction); // ✓ Correct
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+```
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+
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+### Unity to MonoGame Vector3 Migration
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+
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+| Unity (UnityEngine.Vector3) | MonoGame (System.Numerics.Vector3) |
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+|------------------------------|-----------------------------------|
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+| `Vector3.up` | `Vector3.UnitY` |
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+| `Vector3.right` | `Vector3.UnitX` |
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+| `Vector3.forward` | `Vector3.UnitZ` (but note coordinate system!) |
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+| `vector.normalized` | `Vector3.Normalize(vector)` |
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+| `vector.magnitude` | `vector.Length()` |
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+| `vector.sqrMagnitude` | `vector.LengthSquared()` |
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+| `Vector3.Angle(a, b)` | Manual: `MathF.Acos(Vector3.Dot(a, b))` |
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+| `transform.position` | `transform.Position` (System.Numerics.Vector3) |
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+
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+### Best Practices
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+
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+✅ **DO:**
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+- Use `System.Numerics.Vector3` everywhere in game logic
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+- Use `System.Numerics.Matrix4x4` for transforms
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+- Convert to MonoGame types ONLY in rendering code
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+- Add `using System.Numerics;` at the top of files
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+
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+❌ **DON'T:**
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+- Mix Vector3 types in the same class
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+- Convert back and forth between types
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+- Use `Microsoft.Xna.Framework.Vector3` in gameplay code
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+- Forget that `Normalize()` is static in System.Numerics
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+
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+### Code Examples
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+
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+**Camera Component (uses System.Numerics):**
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+```csharp
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+using System.Numerics;
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+
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+public class Camera : EntityComponent
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+{
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+ public Vector3 Position { get; set; } // System.Numerics.Vector3
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+ public Vector3 Target { get; set; } // System.Numerics.Vector3
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+ public Vector3 Forward => Vector3.Normalize(Target - Position);
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+
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+ public Matrix4x4 ViewMatrix { get; private set; }
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+ public Matrix4x4 ProjectionMatrix { get; private set; }
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+}
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+```
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+
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+**Weapon System (uses System.Numerics):**
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+```csharp
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+using System.Numerics;
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+
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+public class Gun : Weapon
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+{
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+ protected override void OnFire(Vector3 origin, Vector3 direction)
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+ {
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+ // Normalize direction
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+ direction = Vector3.Normalize(direction); // Static method!
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+
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+ // Fire projectile
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+ projectileSystem.FireHitscan(origin, direction, Damage);
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+ }
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+}
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+```
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+
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+**Physics (uses System.Numerics natively):**
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+```csharp
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+using System.Numerics;
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+
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+// BepuPhysics already uses System.Numerics
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+public interface IPhysicsProvider
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+{
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+ bool Raycast(Vector3 origin, Vector3 direction, float maxDistance, out RaycastHit hit);
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+ void ApplyForce(Vector3 force);
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+}
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+```
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+
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+**Rendering (converts to MonoGame):**
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+```csharp
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+using System.Numerics;
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+using XnaMatrix = Microsoft.Xna.Framework.Matrix;
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+
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+public void Render(Matrix4x4 world, Matrix4x4 view, Matrix4x4 projection)
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+{
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+ // Convert only at rendering boundary
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+ effect.World = ToXna(world);
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+ effect.View = ToXna(view);
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+ effect.Projection = ToXna(projection);
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+}
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+```
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+
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+### Summary
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+
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+| Aspect | Decision | Reason |
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+|--------|----------|--------|
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+| **Game Logic** | System.Numerics.Vector3 | Performance, physics compatibility |
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+| **Physics** | System.Numerics.Vector3 | BepuPhysics requirement |
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+| **Rendering** | Convert to MonoGame types | GraphicsDevice API requirement |
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+| **Conversions** | Only at render boundary | Minimize overhead |
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+
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+**Remember:** Think of MonoGame types as "rendering-only" - everything else uses System.Numerics!
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+
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+---
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+
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+## Physics
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+
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+### Rigid Bodies
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `Rigidbody` component | `PhysicsBody` component |
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+| `rigidbody.velocity` | `physicsBody.Velocity` |
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+| `rigidbody.AddForce(force)` | `physicsBody.ApplyForce(force)` |
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+| `rigidbody.AddForce(impulse, ForceMode.Impulse)` | `physicsBody.ApplyImpulse(impulse)` |
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+| `rigidbody.isKinematic` | `BodyType.Kinematic` in BodyDescription |
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+| `rigidbody.mass` | Specified in BodyDescription |
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+
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+**Unity Example:**
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+```csharp
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+// Unity
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+Rigidbody rb = GetComponent<Rigidbody>();
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+rb.AddForce(Vector3.up * 10f, ForceMode.Impulse);
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+```
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+
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+**MonoGame Equivalent:**
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+```csharp
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+// MonoGame
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+var physics = ServiceLocator.Get<IPhysicsProvider>();
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+var body = physics.CreateBody(new BodyDescription
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+{
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+ Position = transform.Position,
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+ BodyType = BodyType.Dynamic,
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+ Shape = new BoxShape(1, 1, 1),
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+ Mass = 1.0f
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+});
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+body.ApplyImpulse(new Vector3(0, 10f, 0));
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+```
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+
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+### Colliders
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `BoxCollider` | `BoxShape` |
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+| `SphereCollider` | `SphereShape` |
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+| `CapsuleCollider` | `CapsuleShape` |
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+| `MeshCollider` | `MeshShape` (implementation dependent) |
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+| `collider.isTrigger` | `body.IsTrigger` |
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+
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+### Raycasting
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+
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+| Unity | MonoGame (This Project) |
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+|-------|------------------------|
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+| `Physics.Raycast(origin, direction, out hit, distance)` | `physics.Raycast(origin, direction, distance, out hit)` |
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+| `Physics.SphereCast(...)` | `physics.SphereCast(...)` |
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+| `Physics.BoxCast(...)` | `physics.BoxCast(...)` |
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+| `RaycastHit.point` | `hit.Point` |
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+| `RaycastHit.normal` | `hit.Normal` |
|
|
|
+| `RaycastHit.distance` | `hit.Distance` |
|
|
|
+| `RaycastHit.collider.gameObject` | `hit.UserData as Entity` |
|
|
|
+
|
|
|
+**Unity Example:**
|
|
|
+```csharp
|
|
|
+// Unity
|
|
|
+if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, 100f))
|
|
|
+{
|
|
|
+ Debug.Log($"Hit: {hit.collider.gameObject.name}");
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame Equivalent:**
|
|
|
+```csharp
|
|
|
+// MonoGame
|
|
|
+var physics = ServiceLocator.Get<IPhysicsProvider>();
|
|
|
+if (physics.Raycast(transform.Position, transform.Forward, 100f, out var hit))
|
|
|
+{
|
|
|
+ var hitEntity = hit.UserData as Entity;
|
|
|
+ Console.WriteLine($"Hit: {hitEntity?.Name}");
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+### Character Controller
|
|
|
+
|
|
|
+Unity's `CharacterController` has no direct equivalent. We implement a custom one:
|
|
|
+
|
|
|
+| Unity CharacterController | MonoGame CharacterController |
|
|
|
+|---------------------------|------------------------------|
|
|
|
+| `controller.Move(motion)` | Custom implementation using physics |
|
|
|
+| `controller.isGrounded` | Ground detection via raycasts |
|
|
|
+| `controller.SimpleMove(motion)` | Custom ground movement |
|
|
|
+| Collision detection | Manual collision resolution |
|
|
|
+
|
|
|
+See `Shooter.Gameplay/Player/CharacterController.cs` for full implementation.
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Input
|
|
|
+
|
|
|
+### Input System
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `Input.GetKey(KeyCode.W)` | `inputService.GetMovementInput()` |
|
|
|
+| `Input.GetAxis("Horizontal")` | `inputService.GetMovementInput().X` |
|
|
|
+| `Input.GetButtonDown("Jump")` | `inputService.IsJumpPressed()` |
|
|
|
+| `Input.GetButton("Fire1")` | `inputService.IsFireHeld()` |
|
|
|
+| `Input.mousePosition` | Access through InputService |
|
|
|
+| `Cursor.lockState` | `inputService.IsCursorLocked` |
|
|
|
+
|
|
|
+**Unity Example:**
|
|
|
+```csharp
|
|
|
+// Unity (old Input system)
|
|
|
+float h = Input.GetAxis("Horizontal");
|
|
|
+float v = Input.GetAxis("Vertical");
|
|
|
+if (Input.GetButtonDown("Jump")) Jump();
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame Equivalent:**
|
|
|
+```csharp
|
|
|
+// MonoGame
|
|
|
+var input = ServiceLocator.Get<IInputService>();
|
|
|
+Vector2 movement = input.GetMovementInput();
|
|
|
+if (input.IsJumpPressed()) Jump();
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Audio
|
|
|
+
|
|
|
+### Sound Effects
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `AudioSource.PlayOneShot(clip)` | `audioService.PlaySound(soundName)` |
|
|
|
+| `AudioSource.PlayClipAtPoint(clip, pos)` | `audioService.PlaySound(soundName, position)` |
|
|
|
+| `AudioSource.volume` | Pass as parameter or set MasterVolume |
|
|
|
+| `AudioSource.loop` | Handled in PlayMusic for music |
|
|
|
+
|
|
|
+**Unity Example:**
|
|
|
+```csharp
|
|
|
+// Unity
|
|
|
+AudioSource.PlayClipAtPoint(shootSound, transform.position);
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame Equivalent:**
|
|
|
+```csharp
|
|
|
+// MonoGame
|
|
|
+var audio = ServiceLocator.Get<IAudioService>();
|
|
|
+audio.PlaySound("Shoot", transform.Position);
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Graphics & Rendering
|
|
|
+
|
|
|
+### Materials & Rendering
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `Material` | `Material` class |
|
|
|
+| `material.color` | `material.Color` |
|
|
|
+| `MeshRenderer` component | `RenderableComponent` |
|
|
|
+| `MeshFilter.mesh` | `IRenderable.Mesh` |
|
|
|
+| Shader | Effect (.fx file) |
|
|
|
+
|
|
|
+### Camera
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `Camera.main` | Get from scene or ServiceLocator |
|
|
|
+| `camera.fieldOfView` | `camera.FieldOfView` |
|
|
|
+| `camera.transform.position` | `camera.Position` |
|
|
|
+| `camera.worldToCameraMatrix` | `camera.ViewMatrix` |
|
|
|
+| `camera.projectionMatrix` | `camera.ProjectionMatrix` |
|
|
|
+
|
|
|
+**Creating a Camera:**
|
|
|
+
|
|
|
+Unity:
|
|
|
+```csharp
|
|
|
+Camera camera = gameObject.AddComponent<Camera>();
|
|
|
+camera.fieldOfView = 60f;
|
|
|
+```
|
|
|
+
|
|
|
+MonoGame:
|
|
|
+```csharp
|
|
|
+var cameraEntity = new Entity("MainCamera");
|
|
|
+var transform = cameraEntity.AddComponent<Transform3D>();
|
|
|
+var camera = cameraEntity.AddComponent<CameraComponent>();
|
|
|
+camera.FieldOfView = 60f;
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## UI
|
|
|
+
|
|
|
+### Canvas & UI Elements
|
|
|
+
|
|
|
+| Unity (uGUI) | MonoGame (Gum Framework) |
|
|
|
+|--------------|--------------------------|
|
|
|
+| `Canvas` | Gum Screen |
|
|
|
+| `Text` | TextRuntime |
|
|
|
+| `Image` | SpriteRuntime |
|
|
|
+| `Button` | Button with click events |
|
|
|
+| `RectTransform.anchoredPosition` | X, Y properties |
|
|
|
+| Layout Groups | Container with children |
|
|
|
+
|
|
|
+**Unity Example:**
|
|
|
+```csharp
|
|
|
+// Unity
|
|
|
+Text healthText = GetComponent<Text>();
|
|
|
+healthText.text = $"Health: {health}";
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame (Gum) Equivalent:**
|
|
|
+```csharp
|
|
|
+// MonoGame with Gum
|
|
|
+var healthText = gumScreen.GetGraphicalUiElementByName("HealthText") as TextRuntime;
|
|
|
+healthText.Text = $"Health: {health}";
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Scene Management
|
|
|
+
|
|
|
+### Loading Scenes
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| Scene asset (.unity file) | JSON scene file |
|
|
|
+| `SceneManager.LoadScene("MainScene")` | `sceneManager.LoadScene("MainScene.json")` |
|
|
|
+| Prefabs | Entity templates in JSON |
|
|
|
+| `Instantiate(prefab)` | `sceneManager.InstantiateTemplate(templateName)` |
|
|
|
+
|
|
|
+**Unity Scene File:**
|
|
|
+```
|
|
|
+MainScene.unity (binary/YAML)
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame Scene File:**
|
|
|
+```json
|
|
|
+{
|
|
|
+ "name": "MainScene",
|
|
|
+ "entities": [
|
|
|
+ {
|
|
|
+ "name": "Player",
|
|
|
+ "tag": "Player",
|
|
|
+ "components": [
|
|
|
+ {
|
|
|
+ "type": "Transform3D",
|
|
|
+ "position": [0, 1, 0],
|
|
|
+ "rotation": [0, 0, 0, 1]
|
|
|
+ },
|
|
|
+ {
|
|
|
+ "type": "PlayerController"
|
|
|
+ }
|
|
|
+ ]
|
|
|
+ }
|
|
|
+ ]
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Common Patterns
|
|
|
+
|
|
|
+### Finding Objects
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `FindObjectOfType<T>()` | Scene manager entity lookup |
|
|
|
+| `GameObject.Find("Name")` | `scene.FindEntityByName("Name")` |
|
|
|
+| `GameObject.FindWithTag("Tag")` | `scene.FindEntitiesByTag("Tag")` |
|
|
|
+
|
|
|
+### Time & Delta Time
|
|
|
+
|
|
|
+| Unity | MonoGame (This Project) |
|
|
|
+|-------|------------------------|
|
|
|
+| `Time.deltaTime` | `gameTime.ElapsedGameTime.TotalSeconds` |
|
|
|
+| `Time.time` | `gameTime.TotalGameTime.TotalSeconds` |
|
|
|
+| `Time.timeScale` | `timeService.TimeScale` |
|
|
|
+| `Time.fixedDeltaTime` | `timeService.FixedDeltaTime` |
|
|
|
+
|
|
|
+### Coroutines
|
|
|
+
|
|
|
+Unity has built-in coroutines. MonoGame doesn't, but you can:
|
|
|
+1. Use async/await with Task.Delay()
|
|
|
+2. Implement a custom coroutine system
|
|
|
+3. Use timer-based approaches
|
|
|
+
|
|
|
+**Unity:**
|
|
|
+```csharp
|
|
|
+StartCoroutine(DelayedAction());
|
|
|
+
|
|
|
+IEnumerator DelayedAction()
|
|
|
+{
|
|
|
+ yield return new WaitForSeconds(2f);
|
|
|
+ DoSomething();
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+**MonoGame Alternative:**
|
|
|
+```csharp
|
|
|
+// Option 1: Async/await
|
|
|
+async void DelayedAction()
|
|
|
+{
|
|
|
+ await Task.Delay(2000);
|
|
|
+ DoSomething();
|
|
|
+}
|
|
|
+
|
|
|
+// Option 2: Timer
|
|
|
+float timer = 2f;
|
|
|
+void Update(GameTime gameTime)
|
|
|
+{
|
|
|
+ timer -= (float)gameTime.ElapsedGameTime.TotalSeconds;
|
|
|
+ if (timer <= 0)
|
|
|
+ {
|
|
|
+ DoSomething();
|
|
|
+ timer = float.MaxValue; // Prevent repeat
|
|
|
+ }
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Key Architecture Differences
|
|
|
+
|
|
|
+### Unity's Approach
|
|
|
+- **Implicit**: Many systems work "magically" behind the scenes
|
|
|
+- **Editor-Driven**: Heavy reliance on the Unity Editor
|
|
|
+- **Component Messages**: Uses SendMessage, BroadcastMessage
|
|
|
+- **Automatic Lifecycle**: Start, Update, etc. called automatically
|
|
|
+- **Built-in Physics**: PhysX integrated seamlessly
|
|
|
+
|
|
|
+### MonoGame's Approach (This Project)
|
|
|
+- **Explicit**: You control everything
|
|
|
+- **Code-Driven**: JSON for data, code for behavior
|
|
|
+- **Event Bus**: Decoupled messaging via EventBus
|
|
|
+- **Manual Lifecycle**: You call Initialize, Update, Draw
|
|
|
+- **Plugin Physics**: Provider pattern for swappable physics engines
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Performance Considerations
|
|
|
+
|
|
|
+### Object Pooling
|
|
|
+
|
|
|
+Both engines benefit from pooling, but it's more critical in MonoGame:
|
|
|
+
|
|
|
+```csharp
|
|
|
+// Create a pool for projectiles
|
|
|
+public class ProjectilePool
|
|
|
+{
|
|
|
+ private Queue<Entity> pool = new();
|
|
|
+
|
|
|
+ public Entity Get()
|
|
|
+ {
|
|
|
+ if (pool.Count > 0)
|
|
|
+ {
|
|
|
+ var entity = pool.Dequeue();
|
|
|
+ entity.Active = true;
|
|
|
+ return entity;
|
|
|
+ }
|
|
|
+ return CreateNewProjectile();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Return(Entity entity)
|
|
|
+ {
|
|
|
+ entity.Active = false;
|
|
|
+ pool.Enqueue(entity);
|
|
|
+ }
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+### Update Order
|
|
|
+
|
|
|
+Unity handles this automatically with Script Execution Order.
|
|
|
+In MonoGame, you control it:
|
|
|
+
|
|
|
+```csharp
|
|
|
+// Update in specific order
|
|
|
+void Update(GameTime gameTime)
|
|
|
+{
|
|
|
+ inputService.Update();
|
|
|
+ scene.UpdatePhysics(gameTime);
|
|
|
+ scene.UpdateEntities(gameTime);
|
|
|
+ scene.UpdateAnimations(gameTime);
|
|
|
+}
|
|
|
+```
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Debugging Tips
|
|
|
+
|
|
|
+### Unity Console vs MonoGame
|
|
|
+
|
|
|
+| Unity | MonoGame |
|
|
|
+|-------|----------|
|
|
|
+| `Debug.Log(message)` | `Console.WriteLine(message)` or custom logger |
|
|
|
+| `Debug.DrawRay(start, dir)` | `graphicsProvider.DrawDebugPrimitive(...)` |
|
|
|
+| `Debug.DrawLine(start, end)` | Custom debug line rendering |
|
|
|
+| Gizmos | Custom debug primitives |
|
|
|
+
|
|
|
+### Inspector vs Code
|
|
|
+
|
|
|
+Unity's Inspector shows component values in real-time.
|
|
|
+For MonoGame, consider:
|
|
|
+1. ImGui for runtime debugging UI
|
|
|
+2. Console output for logging
|
|
|
+3. Custom debug overlays
|
|
|
+4. Visual Studio debugger
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+## Migration Checklist
|
|
|
+
|
|
|
+When porting a Unity feature:
|
|
|
+
|
|
|
+- [ ] Identify Unity components → Map to MonoGame components
|
|
|
+- [ ] Convert MonoBehaviour → GameComponent
|
|
|
+- [ ] Replace Unity physics → IPhysicsProvider calls
|
|
|
+- [ ] Replace Input.GetX() → IInputService methods
|
|
|
+- [ ] Convert coroutines → async/await or timers
|
|
|
+- [ ] Replace FindObjectOfType → Scene entity queries
|
|
|
+- [ ] Convert Unity events → EventBus
|
|
|
+- [ ] Replace Debug.Log → Console.WriteLine
|
|
|
+- [ ] Convert Quaternion/Vector3 → System.Numerics types
|
|
|
+- [ ] Test on target platform
|
|
|
+
|
|
|
+---
|
|
|
+
|
|
|
+**This document is a living reference. As we implement more features, we'll continue updating this mapping guide.**
|