Although the system has some minor bugs, it's probably one of the mightiest add-on you can get for Unity 3D. The integration is 99.9% seamless and its usability is pretty nice. If you're used to work with VS - you probably are as a professional - there's no way around it!
I absolutely love this extension. It is a must for any Unity Project that you are using Visual Studio to code.
My only real complaints are that it is not working properly with Unity for Console game development, and that every time I get a new version of Unity I have to reinstall it. The first should be fixed, the other is a problem with Unity and not solvable by the dev team.
I started off my Unity development with 4.2 with MonoDevelop on Windows, it was okay. But I missed the awesomeness of Visual Studio. I tried this toolkit before MS bought them, it wasn't quite polished, but after MS bought it, its been really great.
I really like intelli-sense and refactoring and debugging features UTVS provides. Anyone starting with Unity on Windows, I would highly recommend to use this toolkit, it makes things a lot easier and fun.
There's one suggestion: Please publish the UTVS extension on Unity's Assets Store, rather than copying it in Unity's install folder. When I update Unity, it removes the extension as well, so I have to manually copy it in Unity folder.
When UTVS is installed via Assets Store, it will be kept in Windows user profile, separate from Unity install folder, and also I can update it from within Unity.
There's a bug with the "Create script method" command. When you insert the OnRenderImage function, it swaps the order of its parameters. This is the one it creates: "public void OnRenderImage(RenderTexture destination, RenderTexture source)" while this is the correct one actually: "public void OnRenderImage(RenderTexture source, RenderTexture destination)"
It's really nice that this exists - I actually bought UnityVS a while back ... but eventually stopped using it because it didn't add as much benefit for me as it caused trouble.
Unfortunately, it seems that this hasn't changed much: Since installing the package to my Unity 4.6.1 project about half an hour ago, Unity crashed two times: It just stopped working in the middle of compilation.
I haven't seen the crashes in Visual Studio that made me stop using it back then (this was rather nasty because it prevented files from being saved and it took a while until you'd actually notice that this was happening sometimes resulting in data loss). Those were very sporadic, so we'll see if those return (I had bug reports filed so maybe those are actually fixed).
Also, it's kind of sad that UnityScript and Boo are no longer supported. I'm not using those much but it was actually the most important feature for me that UnityVS brought.
So, I hope you keep on developing and improving this. Btw, I'm using Unity on the Mac side and VS in VMWare Fusion - so that part of the integration is really important for me!
I cannot belive how shit this STILL is... I've given this a try 5 times or so for the past two years, each time thinking "maybe now it has become more stable". This does NOT work well enough yet, and is completly unuseable in my opinion.
It sometimes breaks inside a "if (false)" scenarios. It sometimes completly skips lines of code. It crashes unity randomly when simply stepping through your code. It crashes visual studio The Immidiate or Watch window doesnt work well, and can crash evrything if you inspect the wrong thing. You cannot break on certain lines (you can set a breakpoint, but it will completly ignore it, properbly because unity is smart and optimizes your code. but still, then don't optimize my code when i'm debugging for god sake!)
I mean, the amount of time i have spent simply because the debugger was showing me the wrong values under inspection... It takes up more time than you gain if you had debugging ... And thats alot!
We don't officially support betas, but we've tested with Unity 5b18 and we haven't noted any particular issue. Are you sure you properly imported the Tools for Unity package into your Unity project as shown in the configuration page?
Thank you for this great tool, keep up the good work!
I came here at start when searching informations about how to deal with Platform Dependent Compilation and Unity defines like UNITY_STANDALONE or UNITY_WP8. But after updated the tool on my machine, it seems that the last version (126.96.36.199) manage them correctly, thank you for this good feature.
Furthermore, is there a change-log ? How to know the new features added or corrected on each version of this tool ?
EDIT: I've found some changelog on the old UnityVS site http://unityvs.com/documentation/changelog/ But the "188.8.131.52" version is not mentioned and there is "2.0 Preview" version :O
Everything work fine but Unity Project Explorer can not be used easily It has button SyncWithActiveDocument but I can not bind it to any shortcut and every time I need to locate active document in ProjectExplorer I need to use MOUSE. it is bad :)
Maybe there are improvements in this version. For me however after downloading the Step over debug function stopped working. I am also after 5 VS/Unity hangs when trying to load a level. So my advice - although the old version was not perfect do not upgrade to this one.
Works great and a lot more stable than the original.
Only gripe I have with it that cost 2 stars purely out of irritation is Intellisense constantly adding Usings to the Boo version of List<T> when editing C# scripts. It's probably prioritized that way for compatibility but I'd rather have the option to disable Boo support altogether than deal with it. In 5 years using Unity the only place I've ever even seen a Boo script is in the Scripting API doc examples. And that's my old man rant for the day.
Gracias a Microsoft, por fin las listas se pueden ver en el debugger. Gracias por hacer cada vez mejor la plataforma de Unity y que Visual Studio pase a hacer el IDE default para todos los programadores en la plataforma Unity. Gracias
Create a brand new Unity Project:
Import VS2013 tools 1.9.8
Import Reign Unified API Asset (reign-studios.net)
Switch Build to Webplayer
Go to VS2013 and hit F6. I get an internal compiler. ( all errors below )
It compiles fine in Unity.
I assume its the reference to "System.Xml.Linq" which isn't supported in webplayer but I don't understand why it's referenced in the project.
Full error list:
Error 3 Internal Compiler Error (0xc0000005 at address 00E627C0): likely culprit is 'EMIT'. C:\Users\AndyLL_2\Documents\test\CSC UnityVS.test.CSharp.Plugins
Error 7 Metadata file 'C:\Users\AndyLL_2\Documents\test\Temp\UnityVS_bin\Debug\Assembly-CSharp-firstpass.dll' could not be found C:\Users\AndyLL_2\Documents\test\CSC UnityVS.test.CSharp
Error 8 Metadata file 'C:\Users\AndyLL_2\Documents\test\Temp\UnityVS_bin\Debug\Assembly-CSharp-firstpass.dll' could not be found C:\Users\AndyLL_2\Documents\test\CSC UnityVS.test.CSharp.Editor
Error 9 Metadata file 'C:\Users\AndyLL_2\Documents\test\Temp\UnityVS_bin\Debug\Assembly-CSharp.dll' could not be found C:\Users\AndyLL_2\Documents\test\CSC UnityVS.test.CSharp.Editor
Error 2 Missing compiler required member 'System.Security.Permissions.SecurityPermissionAttribute.SkipVerification' C:\Users\AndyLL_2\Documents\test\CSC UnityVS.test.CSharp.Plugins
Error 5 stage 'BEGIN' C:\Users\AndyLL_2\Documents\test\error CS0587 UnityVS.test.CSharp.Plugins
Error 4 stage 'EMIT' C:\Users\AndyLL_2\Documents\test\error CS0587 UnityVS.test.CSharp.Plugins
Warning 1 The primary reference "System.Xml.Linq", which is a framework assembly, could not be resolved in the currently targeted framework. ".NETFramework,Version=v3.5,Profile=Unity Web v3.5". To resolve this problem, either remove the reference "System.Xml.Linq" or retarget your application to a framework version which contains "System.Xml.Linq". UnityVS.test.CSharp.Plugins
Warning 6 The primary reference "System.Xml.Linq", which is a framework
I have a problem with latest version of plugin for VS2013: after I open project in unity, then edit and save any script file using VS2013 Unity hangs badly - i have to kill unity process tree.
i tried to reinstall plugin, i tried different unity versions, it still doesnt work.
VS 2013 Community
No matter how I install this, the solution files fail to load in VS2013, giving an error of "This project is incompatible with the current edition of Visual Studio", despite all of the documentation saying I've got the right combination. I've re-installed, repaired, deleted solution files to re-generate, and re-imported the package.
I'd love to take advantage of Visual Studio Online for this project, but can't get the solution to load properly. If I open the project file, the tag "TargetFrameworkIdentifier" shows as an unknown in the PropertyGroup namespace. Perhaps this is to blame? Any help is much appreciated.
not sure if this is the right place to report bugs, if not im sorry.
i am currently working on a project that utilizes openCL. for the binding i am using cloo (http://sourceforge.net/projects/cloo/).
my code works fine. however, when i try to set a breakpoint in vs, unity freezes and the process has to be killed.
without reading out device memory, it always happens the second time i run debugging. when i am reading out device memory though, unity freezes every time.
i tried running the code in a standard c# project, no problems with breakpoints there.
the issue is 100% reproducable, so if you need any logs, just ask.
curiously enough it never occured to me to try monodevelop. i did just now, and its the same result. unity freezes.
so im guessing it has more to do with unity rather than vstu. i've mailed a repro project to the adress. i've also uploaded it here: https://mega.co.nz/#F!31pGRLBI!r874xz8_PKQneb5OtQmUCQ
email delivery was aborted due to the .dll files included in the project by the way.
if you want to be cautious, just take the .cs file from the assets folder and bind it to a new gameobject. the cloo.dll you can also get on their sourceforge page (link included in my original post).
I am using Visual Studio with parallels on my Mac. Unity can directly open my C# files in Visual Studio. Unfortunately, I cannot use your debug tools. When I select 'Open in Visual Studio' it says 'Visual Studio Tools: Can not open Visual Studio from Unity on OS X'.
Is there something I can do?
OnRenderImage method stub has wrong parameters when generated through "Implement MonoBehaviours" or "Quick MonoBehaviours". The source and destination parameters are reversed. It took me forever to find that. Please fix it.
we use websocket sharp, here is a full detail of the bugs with a repro:
This bugs really slow down our workflow.
Is there a better place to report bugs ?
Thanks for reporting this! We're aware of the issue as we looked into it, and as far as we're concerned there's not much we can do. WebSocket-Sharp seems to be mixing async and sync calls which in turn seems to confuse the Mono 2.6.5 socket layer that Unity uses. See:
I got angry at MonoDevelop so I switched to Visual Studio for Unity, a thing I wanted to do for a long time. So I'm pretty happy about the ease of installation and configuration and the lack of bugs.
However I noticed that I get a slower execution of my application inside the Unity editor when the project is bound to Visual Studio. It seems that basic operations are slower in this case, by example, when my project runs at 12fps without VS, it's 6fps with VS. But when it's 170fps (like almost no computation per frame) it's still 170fps even with VS.
Do you have any idea of what could be the problem? Also several times I managed to get the old fps values (the fastest ones) with the project bound to VS by enabling/disabling some things ("generate mdb files" etc.); unfortunately I'm not able to reproduce it so I don't know what's exactly the problem.
I'm not sure what I did. Everything was working perfect, and now nothing works. By nothing I mean Visual Studio will rarely stay connected to the Unity Instance, even when it says it is connected real-time debugging doesn't work. I can't see the current values of variables etc when running in play mode in Unity. Breaks don't work, it really is a shame because I LOVED working with VS for Unity.
I was using 4.6.1 and Visual Studio Community 2013. Wasn't working, then I updated to Unity 5 and it's also the same result.
Not sure what to do next, I have uninstalled the VS for Unity Tools multiple times as well as ending the deven.exe that some people have had issues with.
Anybody know a possible solution?
To further extend, I've done some testing. Looks like whenever I have the Unity editor active (I've clicked in it) the connection plug gets a check mark. Whenever I am not in Unity, whether I'm clicking in Visual Studio or typing this message right now, the connection breaks.