What exactly are you using C# and Unity for, Pete..? A game project with Louis, I'm guessing?
Yes, making a game in Unity.
Is this related to your pre-Wedge project (on the occasion of which, IIRC, you met him), or is something new?
Yes. The company was formed last year. Up until now it's been largely doing SQL database stuff, which I've only been involved in sporadically. The plan was always to break out and do other stuff. Part of this trip was to get into writing with Unity so that we could go make some of the many games we've discussed.
Is it made out of a desire to have a side-project alongside Wedge, or to simply find a realistic source of revenue?
A little of both. I've never considered Wedge on its own as viable revenue for a full time job; I just don't believe - as I've said - that the market is big enough to support another paid project to support full time development. There are also questions I've raised as to quality (not that I consider there to be a quality problem, because there isn't, but in the minds of customers there could be because of somewhat misguided views on how things 'should' be)
As I've said elsewhere too, my own plan for plugin monetising, the plan from my perspective ultimately was to have it be able to cover server costs and anything extra would be nice pocket money.
And why didn't you discuss it with me, like ever..? I have no problem with not being offered to join the project of course, but I'm an Hejlsberg follower myself, and I have experience with 3D programming, as I'm sure you remember by now... ;)
I hadn't forgotten your 3D programming experience at all. However... Unity doesn't expose the normal 3D interface. It's heavily abstracted such that you never touch OpenGL or DirectX directly - remember that the same project cross compiles to Windows, OS X, Linux, iOS (with a Unity plugin), Android (with a Unity plugin), and if you have the appropriate licences even for PS3, XBox 360 and Wii. That's how abstracted it is.
For example, here's the core of the stuff I'm doing right now, in terms of procedurally generating meshes - http://docs.unity3d.com/Documentation/ScriptReference/Mesh.html
And once you get into Unity itself, there's an awful lot of architecture around which to implement things. Most developers in Unity will never even procedurally generate meshes but simply use models. A surprising number of Unity devs use it for easy cross-platform 2D development, too.
Honestly, it was simply the fact that it's a long way away from the world of 3D programming you've done before and there's a huge learning curve to deal with. As I've said, C# is a largely different world to PHP and especially inside Unity... it's pretty nice in the way it's prompted me to rethink about programming. Honestly, I'd love to be able to architect Wedge plugins the way I can add components to things in Unity but that isn't ever going to happen (each GameObject has one or more components that can all interact with the GameObject, or indeed any object currently in the scene). Then of course you start to realise you can do things like having multiple cameras, and even rendering a camera's view to a texture so you can do things like the huge video displays in a sports game.
In all the stuff I've done with Unity to date, the only reason I'm not using modelling for these objects is because I'm creating mathematically accurate models (the platonic solids) and then plugging in an expansion I have to create vector-like lines around the edges, to represent something in the display in the game. If it were anything else we'd have broken out the modelling tools and imported meshes/textures/rigging/whatever rather than doing it programmatically.