An Introduction to UrhoSharp

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last updated: 2017-03

This provides a brief introduction to the concepts behind UrhoSharp

UrhoSharp is a powerful 3D Game Engine for Xamarin and .NET developers. It is similar in spirit to Apple’s SceneKit and SpriteKit and include physics, navigation, networking and much more while still being cross platform.

It is a .NET binding to the Urho3D engine and allows developers to write cross platform code that can target Android, iOS, Windows and Mac with the same codebase and can render to both OpenGL and Direct3D systems.

UrhoSharp is a game engine with a lot of functionality out of the box:

Getting Started

UrhoSharp is conveniently distributed as a NuGet package and it can be added to your C# or F# projects that target Windows, Mac, Android or iOS. The NuGet comes with both the libraries required to run your program, as well as the basic assets (CoreData) used by the engine.

Urho as a Portable Class Library

The Urho package can be consumed either from a platform-specific project, or from a Portable Class Library project, allowing you to reuse all of your code across all platforms. This means that all you would have to do on each platform is to write your platform specific entry point, and then transfer control to your shared game code.


You can get a taste for the capabilities of Urho by opening in either Visual Studio for Mac or Visual Studio the Sample solution from:

The default solution contains projects for Android, iOS, Windows and Mac. We have structured that solution so that we have a tiny platform specific launcher, and all of the sample code and game code lives in a portable class library, illustrating how to maximize code reuse across all platforms.

Consult the Urho and Your Platform page for more information on how to create your own solutions.

Since all of the samples share a common set of user interface elements, the samples have abstracted the basic setup in this file:

This provides a Sample base class that handles some basic keystrokes and touch events, setups a camera, provides basic user interface elements, and this allows each sample to focus on the specific functionality that is being showcased.

The following sample shows what the engine is capable of doing:

While the other samples show individual properties of each sample.

Basic Structure

Your game should subclass the Application class, this is where you will setup your game (on the Setup method) and start your game (in the Start method). Then you construct your main user interface. We are going to walk through a small sample that shows the APIs to setup a 3D scene, some UI elements and attaching a simple behavior to it.

class MySample : Application {
    protected override void Start ()
        CreateScene ();
        Input.KeyDown += (args) => {
            if (args.Key == Key.Esc) Exit ();

    async void CreateScene()
        // UI text
        var helloText = new Text()
            Value = "Hello World from MySample",
            HorizontalAlignment = HorizontalAlignment.Center,
            VerticalAlignment = VerticalAlignment.Center
        helloText.SetColor(new Color(0f, 1f, 1f));
            font: ResourceCache.GetFont("Fonts/Font.ttf"),
            size: 30);

        // Create a top-level scene, must add the Octree
    // to visualize any 3D content.
        var scene = new Scene();
        // Box
        Node boxNode = scene.CreateChild();
        boxNode.Position = new Vector3(0, 0, 5);
        boxNode.Rotation = new Quaternion(60, 0, 30);
        StaticModel modelObject = boxNode.CreateComponent<StaticModel>();
        modelObject.Model = ResourceCache.GetModel("Models/Box.mdl");
        // Light
        Node lightNode = scene.CreateChild(name: "light");
        lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
        // Camera
        Node cameraNode = scene.CreateChild(name: "camera");
        Camera camera = cameraNode.CreateComponent<Camera>();
        // Viewport
        Renderer.SetViewport(0, new Viewport(scene, camera, null));
        // Perform some actions
        await boxNode.RunActionsAsync(
            new EaseBounceOut(new ScaleTo(duration: 1f, scale: 1)));
        await boxNode.RunActionsAsync(
            new RepeatForever(new RotateBy(duration: 1,
                deltaAngleX: 90, deltaAngleY: 0, deltaAngleZ: 0)));

If you run this application, you will quickly discover that the runtime is complaining about your assets are not there. What you need to do is create a hierarchy in your project that starts with the special directory name "Data", and inside this, you would place the assets that you reference in your program. You must then set in the item properties for each asset the “Copy to Output Directory” to “Copy if Newer”, that will ensure that your data is there.

Let us explain what is going on here.

To launch your application you call the engine initialization function, followed by creating a new instance of your Application class, like this:

new MySample().Run();

The runtime will invoke the Setup and Start methods for you. If you override Setup you can configure the engine parameters (not show in this sample).

You must override Start as this will launch your game. In this method you will load your assets, connect event handlers, setup your scene and start any actions that you desire. In our sample, we both create a little bit of UI to show to the user as well as setting up a 3D scene.

The following piece of code uses the UI framework to create a text element and add it to your application:

// UI text
    var helloText = new Text()
        Value = "Hello World from UrhoSharp",
        HorizontalAlignment = HorizontalAlignment.Center,
        VerticalAlignment = VerticalAlignment.Center
    helloText.SetColor(new Color(0f, 1f, 1f));
        font: ResourceCache.GetFont("Fonts/Font.ttf"),
        size: 30);

The UI framework is there to provide a very simple in-game user interface, and it works by adding new nodes to the UI.Root node.

The second part of our sample setups the main scene. This involves a number of steps, creating a 3D Scene, creating a 3D box in the screen, adding a light, a camera and a viewport. These are explored in more detail in the section "Scene, Nodes, Components and Cameras"

The third part of our sample triggers a couple of actions. Actions are recipes that describe a particular effect, and once created they can be executed by a node on demand by calling the RunActionAsync method on a Node.

The first action scales the box with a bouncing effect and the second one rotates the box forever:

await boxNode.RunActionsAsync(
    new EaseBounceOut(new ScaleTo(duration: 1f, scale: 1)));

The above shows how the first action that we create is a ScaleTo action, this is merely a recipe that indicates that you want to scale for a second towards the value one the scale property of a node. This action in turn is wrapped around an easing action, the EaseBounceOut action. The easing actions distort the linear execution of an action and apply an effect, in this case it provides the bouncing-out effect. So our recipe could be written as:

var recipe = new EaseBounceOut(new ScaleTo(duration: 1f, scale: 1));

Once the recipe has been created, we execute the recipe:

await boxNode.RunActionsAsync (recipe)

The await indicates that the will want to resume execution after this line when the action completes. Once the action completes we trigger the second animation.

The Using UrhoSharp document explores in more depth the concepts behind Urho and how to structure your code to build a game.


This documentation contains original content from Xamarin Inc, but draws extensively from the open source documentation for the Urho3D project and contains screenshots from the Cocos2D project.

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