Is it possible to use Unity3D from within Eclipse? I've seen that I can import a Unity3D project into Eclipse, but I cannot seem to be able to access classes such as Terrain or Ray. I don't know if that's because I haven't imported the correct libraries or if that's a limitation and that data can only be accessed by methods within Unity3D. I am designing an Android game within Eclipse and would prefer to use Eclipse than Unity3D, even if that means my game will only be available for Android.

The only real reason I'm using Unity3d is for use of the 3D terrain and to hopefully help in getting the data, such as slope, terrain type, collisions, etc.


Unity is an engine, Eclipse is an IDE. They're fundamentally different things. In particular, Unity expects you to write most of your code in their scripting languages.

The exception to that rule that Unity provides is their plugin architecture. It's supported in Unity Pro. You can find more documentation on that here: http://docs.unity3d.com/Documentation/Manual/PluginsForAndroid.html but it's kind of backwards from what you're thinking. You'd be using Eclipse-written plugins from within Unity.

  • \$\begingroup\$ From what I understand, Unity3D uses JavaScript. Is there a way to allow my program to use a Java library as well? I need to send data via USB from the Android device, and I've already created that library. The data being sent will be based on the terrain. \$\endgroup\$
    – BLaZuRE
    May 6 '13 at 7:52
  • \$\begingroup\$ @BLaZuRE: Unity3D is scriptable in C#, UnityScript (a JavaScript like language) and Boo (a proprietary scripting language). You can write C++ plugin as external dll, but I don't think you have C++ bindings to engine function. \$\endgroup\$
    – Heisenbug
    May 6 '13 at 8:08
  • \$\begingroup\$ Sorry, but I'm new to this setup. Do I need to make a 'plugin' in order to interface with my Java code? I need to receive & send data from the Java code, to control movement of the model and to get positioning of the model. \$\endgroup\$
    – BLaZuRE
    May 6 '13 at 8:45
  • \$\begingroup\$ It would be a lot easier to just use their scripting languages. \$\endgroup\$
    – Tetrad
    May 6 '13 at 12:20
  • \$\begingroup\$ Boo isn't proprietary, just a little odd... it's Python syntax but with .NET libraries instead of the Python libraries. I've always had the feeling that the Unity folks have a big client heavily committed to Boo, since C# and UnityScript seem to have the vast majority of users. \$\endgroup\$
    – chrish
    May 6 '13 at 13:58

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