Create a new Unity project, and put only the asset or assets that you want access to in it. These assets generally come with code examples, pick one it doesn't matter which and double click on it to open Visual Studio. Under solutions there will be a project named <your project name>.CSharp, right click it. Click Build Once it's complete then open the folder <your project directory>/Temp/UnityVS_bin/Debug/ There, if all has gone well, you'll find "Assembly-CSharp.dll" which contains the libraries from your project. Copy Assembly-CSharp.dll into <Your F# Project Directory>/Library/UnityAssemblies/ Then add that dll into your FSharp project the same way described in steps 25-30 from the How to Use FSharp walkthrough.

For doing real work in Unity, this is more than a little important. Nobody in their right mind wants to reinvent the wheel, so working with existing assets is a must. Especially if you're a solo developer.Ugly hacks to the rescue again.Alright, so I don't know a way to get it to read C# files, but I know for a fact that it can work with DLL's that were compiled from a C# file. Here's how to make one from your assets.As before, obviously these steps are messy, and inefficient. I'm sure there are better developers out there than me who can come up with a better solution, but this is the one I'm using today and I hope it helps someone else.For anyone doing this, good luck, let me know how it went. I'm also fkberthold on the unitydev slack if you want to get in touch.-Frank B.