on Windows using Visual Studio 2015, I can compile a project with dnu build
.
The project.json
file looks as follows:
{
"version": "1.0.0-*",
"description": "My Class Library",
"authors": [ "Class Library template" ],
"tags": [""],
"projectUrl": "",
"licenseUrl": "",
"tooling": {
"defaultNamespace": "Common"
},
"frameworks": {
"dnx451": { },
"dnxcore50": {
"dependencies": {
"Microsoft.CSharp": "4.0.1-beta-*",
"System.Collections": "4.0.11-beta-*",
"System.Linq": "4.0.1-beta-*",
"System.Runtime": "4.0.21-beta-*",
"System.Threading": "4.0.11-beta-*"
}
}
}
}
After installing mono
, dnvm
and dnx
on a Mac, as per this tutorial, I can actually compile the same project on OSX! This in itself is already pretty awesome!
now, I added the following framework to my project.json
file:
"frameworks": {
"dnx35": { }, //"net35"
"dnx451": { },
"dnxcore50": {
"dependencies": {
"Microsoft.CSharp": "4.0.1-beta-*",
"System.Collections": "4.0.11-beta-*",
"System.Linq": "4.0.1-beta-*",
"System.Runtime": "4.0.21-beta-*",
"System.Threading": "4.0.11-beta-*"
}
}
This still compiles on Windows, and produces three sets of dlls, as expected.
However, on OSX it does not build the dnx20 target. Though as far as I understand, the mono compiler mcs
can be set to target .net35
by passing in a sdk
parameter.
So my question is: Can I target .NET35 with dnx on OSX using mono?
EDIT
The goal of this question is to compile a set of dll's that can be imported into Unity3d. And because Unity3d uses mono as a runtime, I would like to be able to do that by using dnu build
, as to be able to develop these dll's on any platform.