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FYI: Port of Caliburn.Micro to NoesisGUI for Unity #965

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@VacuumBreather

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@VacuumBreather

Hello, no bug, just letting you guys know (Eisenberg is already aware :) )

A while ago I started a port of Caliburn.Micro to NoesisGUI for Unity: https://github.com/VacuumBreather/Caliburn.Noesis

I'm approaching the first release, finally getting all the features to work, with latest API additions to Noesis. I just wanted to let you know.. who knows maybe one day you figure out a way to integrate it into Caliburn.Micro official, even though there are some significant differences in how the Bootstrapper has to work and there's a lot of additional #if statements because everything in the WPF namespaces needs to use a different namespace and there's still SOME API differences. Most stuff in Core is pretty identical though. I had to use UniTask as a more efficient replacement for Task in all the async stuff though (might actually be an idea for Caliburn.Micro for a future version to either also use UniTask or at least ValueTask, since most times the Caliburn operations still return synchronously)

You can check the project out and of course any help keeping it synchronized for the most part with any development in Caliburn is always welcome, though I think I can handle that part. The current port on my master is based on the latest master here.

Quick question... is there any idea yet when your 5.0.0 version will get released? If it's not too far in the future I might wait for my 1.0.0 until then, so we're mostly API identical, aside from the classes I had to change (had to make some static stuff instance classes, like the Locator classes, since there can be potentially multiple bootstrappers in Unity for game UI)

If you haven't looked into NoesisGUI, take a look. It's pretty neat and also has C++ and C# SDKs and a Unreal integration. Baldur's Gate 3 used it. (The hope is of course to get some games out there to get some use out of Caliburn :) )

And of course, thanks for all the work on Caliburn.Micro :)

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