In Unity3D we are able to make a field accessible inside the editor by marking it as public. This then allows assigning the field's variable in the GUI instead of hard-coding it. This C# code for example will show a "speed" field that can be manually edited during development. It will default to 10 if left unmodified:
public class Example : MonoBehaviour {
public float speed = 10.0F;
}
I tried doing this in F# with automatic properties:
type Example() =
inherit MonoBehaviour()
member val speed = 10.f with get,set
but this doesn't work. It does, however, work if I use explicit properties
[<DefaultValue>] val mutable speed : float32
but this has the drawback of not being able to specify a default value in the same expression.
Aren't explicit and automatic properties compiling down to the same thing, with the only difference being that explicit properties are always initialized to zero? And how can I declare the equivalent of the C# code in F#?