Algorand Unity SDK
- https://github.com/RileyGe/dotnet-algorand-sdk
- https://github.com/NibbleByte/DevLocker
- https://www.patreon.com/posts/unity-3d-drag-22917454
- https://github.com/Bunny83/SimpleJSON
- https://github.com/TakuKobayashi/UnityCipher
- https://github.com/TakuKobayashi/UnityThreadQueue
- https://github.com/sabresaurus/PlayerPrefsEditor
- https://github.com/gportelli/UnityScreenLogger
- https://github.com/Rfrixy/Generic-Unity-Object-Pooler
- https://github.com/Siccity/GLTFUtility
- https://github.com/viniciuschiele/Scrypt
In the project we use Purestake Algorand Public Node in TESTNET. It is more convenient for a possible final application in Unity to use a remote system such as Purestake by creating the various Algorand transactions locally via the .NET SDK.
- [Fork] the project, clone your fork, and configure the remotes.
- Create a new topic branch (from
master
) to contain your feature, chore, or fix. - Commit your changes in logical units.
- Push your topic branch up to your fork.
- [Open a Pull Request] with a clear title and description.
- Only the code in
Assets/Scripts
is released under the MIT license.. - Other code libraries in
Assets/Thirdparty
all come with their own licenses. - Any binary resources are more or less there on a "fair use" basis, don't assume that you can just copy and use them.
The project is not audited and should not be used in a production environment.