Visual Studio 2013 Tools for Unity

Microsoft Free

Write and debug your Unity 3D games inside Microsoft Visual Studio.

Microsoft
(68) Review
Visual Studio
2013
Download (134,459)
3/11/2015
1.9.8.0
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Reviews (68)
Q and A (105)
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by nu Assets | at 10:15 AM

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!

Well done!

by CoRuMmo | March 10 2015

Cannot come back to mono develop. I can't simply stand its interface anymore.
Long life Visual Studio tools for Unity!
Many thanks for this must-have tool.

by AdamNash_FM | March 03 2015

by Yatajga | February 20 2015

by Chad Keating | February 19 2015

by Mosy.Galaar | February 17 2015

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.

by chall3ng3r | February 06 2015

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.

Sebastien Lebreton February 11 2015
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Thanks, yes we are thinking of something more streamlined for our package. Stay tuned !

by borso1 | February 01 2015

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)"

Sebastien Lebreton February 02 2015
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Hello,

Yes, this bug was already fixed but the fix is not yet released. It will be available for the next VSTU release.

Thanks

by Jashan Chittesh | January 27 2015

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!

by BjarkeCK | January 22 2015

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!

Not recommended!

Sebastien Lebreton January 22 2015
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Hi,

Thanks for taking the time to write a review!

I'm sorry to hear that you've had a poor experience with this tool: that's definitely not the experience we're aiming for :)

We're aware that the old Mono version that Unity ships makes the debugging experience bumpy sometimes, but definitely not to the extent where it's not usable.

Which makes me wonder if there's not a more complex issue with your setup at play here.

I'd love to discuss the issues you're having and how we can address them. Please feel free to reach out: vstusp at microsoft dot com.

Thanks & best regards,
Jb Evain, Dev lead, VSTU

by kaz2057 | January 13 2015

Hi Sebastian,

I loaded UnityVS 1.9.8 with VS13 in Unity5 b18 but when I double click on any files in the project, VS13 doesn't load my files.

Then, solution explorer into VS13 doesn't found any files ...

Any suggest?

Sebastien Lebreton January 13 2015
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Hi.

Double check that you properly imported VSTU package in your Unity project.

by milopl | December 31 2014

Does this work for Unity 5? I've installed it on VS2013 and Unity 5 beta 18, but I'm not sure if it works - when I try to debug by click attach to Unity, it doesn't see Unity.

Sebastien Lebreton January 05 2015
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Hi,

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?

Thanks!

by A Chinadeveloper | December 09 2014

1.9.8.0 has a bug, after i save the script in the visual studio 2013 , unity can't automaticly compile the saved script, i must build the project in the visual studio 2013 . hope you fix this bug.

by PatB38 | November 28 2014

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 (1.9.8.0) 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 "1.9.8.0" version is not mentioned and there is "2.0 Preview" version :O

Sebastien Lebreton December 02 2014
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1.9.8.0 is the internal version for "2.0 preview". 2.0.0.0 will be for the final v2.0

by oden1 | November 27 2014

Thank you for such a great extension.
But one problem annoying me. When I open Unity project in VS then
try to open other script (from this project) it run another VS instance.

Sebastien Lebreton November 27 2014
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Yes, we identified an issue and we are already working on a solution.

by Jes.Inc | November 26 2014

Nice tool :)

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 :)

Sebastien Lebreton November 26 2014
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Yes, we have this on our TODO-list, we want to progressively expose all our UI actions as true VS commands, so you will be able to setup any shortcut you want in the Visual Studio configuration.

by Maciej Struzyna | November 25 2014

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.

Sebastien Lebreton November 26 2014
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Sorry to hear that you are encountering issues. But nothing was changed in the stepping feature for several versions.

So this is probably a project specific problem due to your Game/Config/etc. Can you create a Connect feedback or send us a mail at vstusp AT microsoft.com so we can solve this. Thanks.

by Sk1ppr | November 24 2014

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.

Sebastien Lebreton November 26 2014
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Yes, we are thinking of removing or providing a way to disable this legacy and automatic import of boo assemblies.

As a workaround, you can use our ProjectHook callback. In your project, create a MonoBehaviour in an Editor folder with the following code:

https://gist.github.com/jbevain/a982cc580fb796c93e4e

Regards.

by Freddy Mesa | November 13 2014

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

by uzairali001 | November 13 2014

Finally the best tool comes out :) featuring debugging with breakpoints <3

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  • Internal Compiler Error In Webplayer build
    1 Posts | Last post Sun 10:35 PM
    • Unity 4.6.1f1
      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 
      
  • unity hungs up with VS2013 plugin 1.9.8.0
    2 Posts | Last post Sun 2:33 PM
    • Hello!
      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.
      any ideas?
      cheers
    • anyone?
  • Incompatible solution files
    1 Posts | Last post Sun 12:33 AM
    • VS 2013 Community
      UnityVS 1.9.8
      Windows 8.1
      
      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.
  • Unityvs had a very serious problem!!!
    1 Posts | Last post Sat 10:21 AM
    • Unityvs had a very serious problem, every time to open the unity twice before running the game will stop the socket network news,Hope can be settled as soon as possible
  • Cloo (openCL): Breakpoints freeze Unity
    4 Posts | Last post Fri 1:37 PM
    • 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.
    • Do you experience the same behavior in MonoDevelop ?
      
      Can you prepare a simple repro project and send it via mail to vstusp at microsoft dot com so that we can investigate.
      
      Thanks!
      Sebastien
    • 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).
      
      cheers
  • Connect to Visual Studio on Mac - parallels
    5 Posts | Last post Thu 4:47 PM
    • Hi,
      
      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?
      Best regards.
    • Hi,
      
      Yes, you can open the solution yourself in parallels :)
      
      http://unityvs.com/documentation/remote-debugging/
    • Do you mean when I set breakpoints in visual studio in parallels and then play the game in mac osx in unity editor mode, unity breaks the game in my setup breakpoits in vs?
    • Hi, I have same problem, and I opened solution "manually", but project is marked with "!" and after project name "incompatible", do you have any advice?
    • similar problem*
  • Implement MonoBehaviours bug
    2 Posts | Last post Tue 1:06 PM
    • 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.
      
      Thanks!
    • Hi Michal,
      
      Thanks for reporting this! Good news, the fix will be in the next preview we'll ship.
      
      Thanks!
  • unityvs cause websocket bug
    3 Posts | Last post March 23, 2015
    • we use websocket sharp, here is a full detail of the bugs with a repro:
      
      https://github.com/sta/websocket-sharp/issues/111
      
      Windows 7
      Unity 4.6.3f1
      unityvs 1.9.8.0
      
      This bugs really slow down our workflow. 
      Is there a better place to report bugs ?
      
      et
      
      
      
      
    • Hi!
      
      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:
      
      https://github.com/sta/websocket-sharp/issues/96
      
      Thanks!
    • Hi, 
      
      FYI, found a workaround, we rollback to UnityVs 1.9.0.0 (~last august) and all work fine now. 
      
  • Slow execution
    1 Posts | Last post March 20, 2015
    • Hi,
      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.
  • Debugger/Breaks/Locals Etc Won't Work
    4 Posts | Last post March 20, 2015
    • 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. 
    • Hi,
      
      That's a Unity regression :)
      
      They changed the behavior of Application.runInBackground when inside the Editor. We're in touch with them to see how to fix it.
      
      Thanks!
    • Ok perfect! I'll be keeping an eye out for the fix, it's killing me not having it. It's like I'm back in the dark ages before I learned Visual Studio.
      
       :)
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