Visual Studio 2013 Tools for Unity

Microsoft Free

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

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by Lordinaire | at 12:14 PM

Great tools !

by SDAS_Hodgson | July 20 2015

Great tool.

It's saved me lots of time, and love the price.

by DG Osborne | July 18 2015

Thanks for this! Having Visual Studio for Unity development is a must.

by XenStalker | June 12 2015

by formulahendry | April 23 2015

by Protostar Dean | April 21 2015

Great Tool!
However since getting this latest update Unity seems to be crashing very frequently when I am attached.

by 金奇 | April 18 2015

very good

by Bakinovski | April 16 2015

While I am debuging I can't see exceptions in debuger.
For example in such source code I can't see object exception at line with Debug.Log
throw new Exception("test exeption");
catch (Exception exception)
UnityEngine.Debug.Log("Test exeption was thrown!");
Do you have the same issue? If it is bug do you plan to fix it?

P.S. Tool is realy grate - thanks for it.

Sebastien Lebreton April 20 2015
| Edit |


Yes, at this time, the exception object is not properly added to the debugging context so that you will not be able to inspect it using Watch window.

We will add support for that in the final release of VSTU 2.0.


by Kuato4 | April 13 2015

by QuYong | April 11 2015

very useful tools for Unity game developing, forget about the MonoDevelop

by KingRecycle | April 11 2015

New version doesn't work for 32-bit so I can't use it anymore. Please fix this.

But other than that it's better than using anything else in my opinion.

Sebastien Lebreton April 11 2015
| Edit |


We have just re-uploaded a new installer with proper x86 support.
Can you please download the file again and try to install it ?

Sebastien Lebreton [MSFT]

by CodePiao | April 07 2015

Very Cool .

Use VS 2013, coding for Game。

by AByrd | April 06 2015

A few issues with

Output is now spamming "The thread 0x<stuff> has exited with code 0" at a rate of about 2 per second.

The Error List now flickers open and closed frequently.

Sebastien Lebreton April 09 2015
| Edit |


When debugging, we've always notified what's happening in the output window, including thread creation and death.

You can configure VSTU to not send the Unity console to VS this will avoid the flicker you're seeing. You can do it from Unity, in the menu Visual Studio Tools -> Configuration and uncheck Send Console to Visual Studio.

by nu Assets | March 30 2015

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
| Edit |

Thanks, yes we are thinking of something more streamlined for our package. Stay tuned !

1 - 20 of 80 Items   
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  • Debug don't work anymore
    1 Posts | Last post Tue 3:10 AM
    • Hello
      When i lanch debug i have the Select Unity Instance windows with no choice so i can't debug :/
      I have the same with VS2013 and VS2015.
      I was working before I haven't do any change in configutation.
  • Duplicate breakpoints created
    3 Posts | Last post Mon 2:45 PM
    • Certain scenarios cause multiple breakpoints to be created on the same line of code. This is easily repro'd by:
      attach the debugger
      create a breakpoint
      right click the breakpoint
      click When Hit (2013)/Actions (2015)
      enter some text
      check the breakpoints window
      notice you have multiple breakpoints
      Giffier version:
      This doesn't appear to happen when not connected. This cause some problems when debugging. It seems only one of the breakpoints will actually function properly, and it's not clear which one it will be. If you change the action/condition while attached the change probably won't 'stick' because one of the other copies of the breakpoint will be used. Same with trying to disable/enable the breakpoint.
    • Hello,
      Good catch, we'll fix that.
      Thanks for the report.
      Sebastien Lebreton [MSFT]
    • This is now fixed and will be available in the next release.
      Sebastien Lebreton [MSFT]
  • Cant see 'references' in methods
    3 Posts | Last post Mon 8:21 AM
    • i've installed the vs tools, follow the steps to integrate with unity, but i can't see the references in the top of methods. can you help me with this guys?
    • by the way, my visual studio is 2013 Professional
    • Hello,
      This feature is named Codelens (and is not specifically related to VSTU projects).
      You can enable it in VS/Tools/Options/Text Editor/All Languages/CodeLens
      But you need to have Visual Studio 2013 Ultimate.
      Sebastien Lebreton [MSFT]
  • "Select Unity Instance" doesn't show Standalone
    3 Posts | Last post July 22, 2015
    • I'm working on a project currently that requires a (provided) DLL for physical hardware, which for some reason won't work from within the Editor.  So far I've seen it working when on the exported Standalone, so I don't consider it a full loss.
      I'm trying to debug my interactions with this DLL, and I'm coming across an issue where the "Select Unity Instance" dialog box (double-click the plug bottom right) displays only the Editor instance, even though the Standalone was built with Script Debugging enabled and is open.
      Because VSTU's in the solution, I can't use MonoDevelop to debug my issue with the DLL.
      Is there something I'm missing to be able to debug my Standalone app?
    • Hi!
      You should be able to see the Standalone player if you go through the menu:
      Debug -> Attach Unity Debugger.
      Jb Evain, Dev Lead, Tools for Unity
    • Okay, now I see the Player.
      Why are the two dialogs different?  They have the same window title, they should have the same function.
  • Change log
    2 Posts | Last post July 21, 2015
    • Can we get a link to the changelog in the description tab? It's surprisingly difficult to find (probably just me).
    • Hey!
      That makes sense, thanks for the suggestion!
      Our changelog for 2.0 is still being deployed on the MSDN (not sure why we don't see it yet, we'll investigate).
      In the meantime you can fallback to our old site:
      Thanks & best regards,
      Jb Evain, Dev Lead, Tools for Unity
  • [Rare] Race condition logic error when debugging in Unity using UnityVS
    5 Posts | Last post July 20, 2015
    • This one is super rare to track down, but I managed to capture it. Because it's a race condition, you probably won't be able to track down this.
      This occurs when the debugger is attached to the Unity process, and you slowly go through all of the codes in execution line by line. This is what happens (screenshot):
      I highlighted the relevant parts here:
      yMin.position.y is 0.3. yEnd is -0.4. yMin.position.y <= yEnd is FALSE.
    • Just in case, here's another screenshot to prove that there's a race condition somewhere in UnityVS.
    • Just when I posted this, Unity crashed while the debugger is attached and debugging the expression. I don't know how to explain.
    • Hello
      Thank you for reporting this.
      Are you sure that your source code is in sync with what Unity is executing?
      Can you send us a mail: vstusp [at] microsoft [dot] com with your repro project ?
      Sebastien Lebreton [MSFT]
    • Sorry for the super late response. I had a summer part-time job, hence the long pause.
      My repo is open-source, so you may checkout from GitHub here.
  • Unity crashes in play mode
    5 Posts | Last post July 16, 2015
    • Whenever we edit code in Visual Studio 2013 and switch back to Unity it crashes if we left unity in play mode.
      Is there anything that can be done about that?
    • When I say crash, I mean it hangs and it almost certainly happens on the compile stage as you have a second to react and press the stop button. We are using the latest version of the visual studio tools. This happens even if visual studio isn't attached.
    • Hello
      What is the Unity version you are using ?
      Sebastien Lebreton [MSFT]
    • Hi,
      I am currently on 5.1 but it's happened on versions going back to 4.6. It actually seems this is a Unity bug the more I think about it, as it's happening from MonoDevelop too.
      Sorry about that.
    • Hi Ellie,
      Any chance you could report that to Unity and give us the bug ID there, we'd love to track it.
      Thanks & best regards,
      Jb Evain, Dev Lead, Tools for Unity
  • 2.0 release?
    4 Posts | Last post July 16, 2015
    • Is there a time frame for the release of 2.0? I'm using 1.9.9 with Unity 5.1 and it's really unstable. One the occasions when it's doesn't crash Unity, inspecting variables often fails with a General Exception.
    • Hello,
      Visual Studio 2015 release date is July 20. VSTU 2.0 will probably be shipped the same week.
      We are very interested if you are able to reproduce the crash. We know that inspecting some struct properties can crash Unity (this will be fixed in the next Unity patch release), but this should not be on the VSTU side (same behavior should occur with MonoDevelop).
      Sebastien Lebreton [MSFT]
    • Thanks for the reply. Unfortunately I don't have repo steps, but it seems that when setting breakpoints and stepping through code, I only get a few attempts before the variable inspector starts to raise General Exceptions, and the chance of a Unity crash increases. From what you've said, the next Unity patch might be the fix needed.
      Looking forward to the next VSTU release. 
    • Hi there,
      Thanks for getting in touch! Even though we have a few fixes coming in, and Unity as well, which, combined, should improve the experience, we're not aware of specific instabilities with Unity 5.1.
      Getting repros is really important as it allows us to fix corner cases that we haven't seen before. We would really appreciate if you could extract one that we could look at.
      Thanks & best regards,
      Jb Evain, Dev Lead, Tools for Unity
  • UnityVS creates problems with async socket operations, such as BeginSend
    2 Posts | Last post July 15, 2015
    • In many cases the use of UnityVS will cause problems with asynchronous network calls. Specifically, the callbacks to Scoket.BeginSend and the callback to Socket.BeginAccept will in many cases never be called, causing any logic in an asynchronous system to get stuck.
      See this thread here for more people experiencing the same problem:
      This issue was reported to you and marked not-reproducable:
      I can guarantee that with the latest release of your tool and Unity 5.1.1f1 this problem remains. When UnityVS is removed from our project the problem disappears immediately.
      If you like, I may be able to assemble a standalone project that demonstrates the issue for you.
    • Hello Mike,
      Yes, a repro project is always appreciated. Feel free to send it there: vstusp AT microsoft DOT com.
      Sebastien Lebreton [MSFT]
  • Inspecting Texture2D always crashes Unity
    2 Posts | Last post July 06, 2015
    • When attempting to inspect the base Texture inside a Texture2D (that is being used in isolation which may be relevant, ie - not attached to a sprite or mesh) the Unity Editor crashes.  Unity 5.1.0f3 64bit, Windows 8, VS2013 Community.
    • Hello,
      Yes this is a known issue on the Unity side (so that you should try with MonoDevelop and expect the same behavior).
      All properties returning a struct bigger than 4 bytes, implemented using an iCall are subject to crash Unity when inspected...
      And in the Texture class you have the following:
      public Vector2 texelSize { [MethodImpl(MethodImplOptions.InternalCall), WrapperlessIcall] get; }
      Hopefully this should be fixed soon in the next Unity patch release.
      Sebastien Lebreton [MSFT] 
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