UrhoSharp iOS and tvOS Support
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iOS and tvOS Specific Setup and Features
While Urho is a portable class library, and allows the same API to be used across the various platform for your game logic, you still need to initialize Urho in your platform specific driver, and in some cases, you will want to take advantage of platform specific features.
In the pages below, assume that MyGame is a sublcass of the
Application class.
iOS and tvOS
Supported architectures: armv7, arm64, i386
Creating a Project
Create an iOS project, and then add Data to the Resources directory and make sure all files have BundleResource as the Build Action.

Configuring and Launching Urho
Add using statements for the Urho and Urho.iOS namespaces, and then
add this code for initializing Urho, as well as launching your
application:
new MyGame().Run();
Notice that since iOS expects FinishedLaunching to complete, you should queue
the call to Run() to run after the method completes, this is a common idiom:
public override bool FinishedLaunching(UIApplication app, NSDictionary options)
{
LaunchGame();
return true;
}
async void LaunchGame()
{
await Task.Yield();
new SamplyGame().Run();
}
It is important that you disable PNG optimizations because the default iOS PNG optimizer will generate images that Urho can not currently properly consume
Custom Embedding of Urho
You can alternatively to having Urho take over the entire application
screen, and to use it as a component of your application, you can
create a UrhoSurface which is a UIView that you can embed in your
existing application.
This is what you would need to do:
var view = new UrhoSurface () {
Frame = new CGRect (100,100,200,200),
BackgroundColor = UIColor.Red
}
window.AddSubview (view);
This will host your Urho class, so then you would do:
new MyGame().Run ();
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