Visual Studio Code can be a great companion to Unity for editing and debugging C# files. All of the C# features are supported and more. In the screen below, you can see code colorization, bracket matching, IntelliSense, CodeLens and that's just the start.
Visual Studio Code and Unity - Mac compatible! Aug 26, 2015 at 9:41AM. Average of 0 out of 5 stars 0 ratings Sign in to rate Close 3 comments Tweet. Play Visual Studio.
Read on to find out how to configure Unity and your project to get the best possible experience.
From Using .NET Core in Visual Studio Code:
Install the .NET Core SDK, which includes the Runtime and the dotnet
command.
[Windows only] Logout or restart Windows to allow changes to %PATH%
to take effect.
[macOS only] To avoid seeing 'Some projects have trouble loading. Please review the output for more details', make sure to install the latest stable Mono release.
Note: This version of Mono, which is installed into your system, will not interfere with the version of MonoDevelop that is installed by Unity.
Fox hime zero cosplay album download for mac. Install the C# extension from the VS Code Marketplace.
Open up Unity Preferences, External Tools, then browse for the Visual Studio Code executable as External Script Editor.
The Visual Studio Code executable can be found at /Applications/Visual Studio Code.app
on macOS, %localappdata%ProgramsMicrosoft VS CodeCode.exe
on Windows by default.
Unity has built-in support for opening scripts in Visual Studio Code as an external script editor on Windows and macOS. Unity will detect when Visual Studio Code is selected as an external script editor and pass the correct arguments to it when opening scripts from Unity. Unity will also set up a default .vscode/settings.json
with file excludes, if it does not already exist (from Unity 5.5 Release notes).
Since 2019.2, it is required to use the Visual Studio Code editor package. The built-in support for opening scripts from Unity and getting csproj
and sln
files generated has been removed.
With the solution file selected, you are now ready to start editing with VS Code. Here is a list of some of the things you can expect:
Two topics that will help you are Basic Editing and C#. In the image below, you can see VS Code showing hover context, peeking references and more.
The community is continually developing more and more valuable extensions for Unity. Here are some popular extensions that you might find useful. You can search for more extensions in the VS Code Extension Marketplace.
The extensions shown above are dynamically queried. Select an extension tile above to read the description and reviews to decide which extension is best for you. See more in the Marketplace.
If you are installing VS Code for the first time, you might be missing targeting packs required for Unity's code-completion (IntelliSense) in VS Code.
Targeting pack download links:
Steps:
Unity has a set of custom C# warnings, called analyzers, that check for common issues with your source code. These analyzers ship out of the box with Visual Studio but need to be set up manually in Visual Studio Code.
Due to how Unity handles its .csproj
files, it does not seem possible to install packages automatically. You will need to download the analyzers from the NuGet website manually. When you're done, open the package file using a tool such as 7zip and extract Microsoft.Unity.Analyzers.dll
onto your project's root folder. You can place it inside a folder named NuGet
, for example. Do not place it inside Assets
or Packages
, as that will cause Unity to try to process the .dll
, which will make it output an error in the console.
Next, create an omnisharp.json
file at the root folder of your project, as explained here. Analyzer support in OmniSharp is experimental at the moment, so we need to enable it explicitly. We also need to point it to the .dll
file we just extracted.
Your omnisharp.json
file should end up looking like this:
where './NuGet/microsoft.unity.analyzers.1.9.0'
is a relative path pointing to the folder containing the .dll
file. Depending on where you placed it, your path may look different.
The Unity analyzers should now be working in your project. You can test them by creating an empty FixedUpdate()
method inside one of your MonoBehavior
classes, which should trigger a The Unity message 'FixedUpdate' is empty
warning (UNT0001).
Note that while it is possible to activate these analyzers, the suppressors they ship with the package (that turn off other C# warnings that may conflict with these custom ones) may not be picked up by OmniSharp at the moment, according to this thread. You can still turn off specific rules manually by following these steps:
.editorconfig
file in your project's root folder (next to Unity's .csproj
files).root=true
tells OmniSharp that this is your project root and it should stop looking for parent .editorconfig
files outside of this folder.
dotnet_diagnostic.IDE0051.severity = none
is an example of turning off the analyzer with ID IDE0051
by setting its severity level to none
. You can read more about these settings in the Analyzer overview. You can add as many of these rules as you wish to this file.
[*.cs]
indicates that our custom rules should apply to all C# scripts (files with the .cs
extension).
You are now ready to code in Visual Studio Code, while getting the same warnings as you would when using Visual Studio!
Read on to learn more about:
You need to ensure that your solution is open in VS Code (not just a single file). Open the folder with your solution and you usually will not need to do anything else. If for some reason VS Code has not selected the right solution context, you can change the selected project by clicking on the OmniSharp flame icon on the status bar.
Choose the -CSharp
version of the solution file and VS Code will light up.
Unity creates a number of additional files that can clutter your workspace in VS Code. You can easily hide these so that you can focus on the files you actually want to edit.
To do this, add the following JSON to your workspace settings.
As you can see below this will clean things up a lot..
Before | After |
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Install the Debugger for Unity extension. And check out Debugging with VS Code to learn more about VS Code debugging support.
Visual Studio Tools for Unity is a free Visual Studio extension that turns Visual Studio into a powerful tool for developing cross-platform games and apps with Unity.
While the Unity editor is great for putting your game world together, you can't write your code in it. With Visual Studio Tools for Unity, you can use the familiar code editing, debugging and productivity features of Visual Studio to create editor and game scripts for your Unity project using C#, and you can debug them using Visual Studio's powerful debugging capabilities.
But Visual Studio Tools for Unity is more than that; it also has deep integration with Unity editor so that you'll spend less time switching back and forth to do simple tasks, provides Unity-specific productivity enhancements, and puts the Unity documentation at your fingertips.
Visual Studio and Visual Studio for Mac Community is available for free, and is bundled with Unity installs. Visit the Visual Studio Tools for Unity getting started documentation for more information about installation and setup.
IntelliSense code-completion makes it fast and easy to implement Unity API messages like OnCollisionEnter
, including their parameters.
Visual Studio Tools for Unity supports the robust debugging features that you expect from Visual Studio:
Write better code that captures the best practices with Visual Studio's deep understanding of Unity projects.
Unity scripts and message functions are decorated with hints to make it easier to recognize what's provided by Unity and what's your code.
Note
CodeLens support is available in Visual Studio 2019.
The Unity Project Explorer (UPE) is an alternative way to view you project files over the standard Solution Explorer. The UPE filters the files shown and presents them in a hierarchy that matches Unity (View > Unity Project Explorer in Visual Studio 2019).
Note
The Unity Project Explorer is available in Visual Studio 2019. In Visual Studio for Mac, the Solution Pad has similar behaviour by default for Unity projects - no additional views are required.