> I need the pro version of Unity3d to generate iOS, Android or VR games for the Oculus Rift
Not true anymore. You can generate iOS and Android versions of your game with the free version of Unity3d (although with a reduced featureset in comparison to the pro version).
Decoding the iBeacon packets is quite easy, but you need a device that supports BLE. Currently there are only a handful of Android devices that support it.
* not really iBeacon compatible. They say you can flash their beacons to make them compatible, but i haven't found out how since their support is not responding.
I have used RubyMine when i was developing apps with Rubymotion. It was a little bit rough around the edges back then (oct 2013) but the code completion was already quite useful.
It looks like they even support debugging from within the ide now.
It's true that C# is not as prevalent on non-Microsoft platforms as it is on Windows but there are a handful of mid-size to big multiplatform projects using C#.
e.g.
- Xamarin (multiplatform mobile apps)
- Unity3d (multiplatform games)
- Monogame (multiplatform games)
- Unreal Engine 4 (build system)
I guess Swift could fill the same gaps. I would especially love to be able to develop multiplatform mobile apps with swift since switching between ObjC and Java all the time is quite taxing.
Not true anymore. You can generate iOS and Android versions of your game with the free version of Unity3d (although with a reduced featureset in comparison to the pro version).