Visual Studio 2013 Tools for Unity

Microsoft Free

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

Microsoft
(73) Review
Visual Studio
2013
Download (147,055)
4/11/2015
1.9.9.0
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Description
Reviews (73)
Q and A (115)
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by Bakinovski | Thu 9:28 AM

Hello.
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
try
{
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.

by Kuato4 | Mon 7:31 PM

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 |
Delete

Hello,

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

Thanks
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 1.9.9.0:

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 |
Delete

Hi!

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
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Delete

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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Delete

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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Delete

Hi.

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

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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Delete

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.

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  • Multiple Unity Installs
    3 Posts | Last post Fri 1:52 AM
    • Hi,
      I'm running Unity 4.6 and Unity5 side by side (to support old project) and the install doesn't work any more.
      
      Is it possible to get this to detect multiple Unity installations and install itself correctly?
      
      ty!
    • Hello,
      
      We are also using multiple Unity installations.
      
      What do you mean exactly by "doesn't work" ? Currently the installer will only target the latest Unity installed to deploy the VSTU package (because of a Unity limitation). But the VS extension will be installed properly.
      
      You can either:
      - import manually the VSTU package (available from the Start menu) in your project
      - or copy our package into C:\Program Files\Unity\Editor\Standard Assets (Unity 5) or C:\Program Files (x86)\Unity\Editor\Standard Packages (Unity 4) so that you can import it from Unity anytime after.
      
      Regards
      Sebastien Lebreton [MSFT]
      
      
      
      
    • Hi Sebastien,
      
      >>Currently the installer will only target the latest Unity installed to deploy the VSTU package (because of a Unity limitation)
      
      yes, that's what I mean.
      
      >>or copy our package into C:\Program Files\Unity\Editor\Standard Assets (Unity 5) or C:\Program Files (x86)\Unity\Editor\Standard Packages (Unity 4) so that you can import it from Unity anytime after.
      
      yes, I did this yesterday before your reply and it worked. Thanks for the confirmation.
      
      Great tool!
      
      Thanks!
      
  • Connect to Visual Studio on Mac - parallels
    6 Posts | Last post Thu 8:57 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*
    • Hi,
      
      I'm using Visual Studio Ultimate 2013 with Parallels (Win 7) and Unity 4.5 on Mac, and cannot get the remote debugging to work. It seems like it connects fine (it says ready in the status bar, which is orange), but no breakpoint is hit. I'm using UnityVS 1.9.9.
  • Losing references on regenerate
    2 Posts | Last post Thu 7:35 AM
    • Is there a way to keep references to external libraries without _Generate Project Files_ deleting them every time?
    • Hi Jay!
      
      When generating the project files, we generate a project which will give the same result as Unity's compilation. We don't support directly adding a project reference as Unity's compilation pipeline won't see it.
      
      If you have code in a class library project, you need to copy the DLL to the Assets folder where it will be picked up by Unity and VSTU.
      
      Thanks!
      Jb Evain, Dev Lead, Tools for Unity
  • Can't connect to Unity5
    3 Posts | Last post Tue 8:42 PM
    • I've been using VSTU without any problems but I got some issue after install Unity5 today. It's error message "Not connected" displayed on bottom of VS Community 2013 window.
      
      Thanks for the help!
    • Hi! That's a behavior change in Unity 5 where Application.runInBackround = true does not seem to do anything in the Editor. We reported it to Unity.
    • It seems like if the Unity Editor is in Play mode, the connection can be established and retained when returning to Visual Studio, but as soon as you Stop playing in the editor and return to Visual Studio, the connection is lost.
  • Building project is not enough for Unity 5
    3 Posts | Last post Tue 8:35 PM
    • One of the productivity boosts I got from Visual Studio Tools for Unity was that once I built the project in VS Unity didn't recompiled it again and I could quickly run the game.
      
      This is no longer a case with Unity 5. After building the project, Unity recompiles it again, slowing the work down.
      
      Is there a workaround for this?
    • Hi !
      
      What changed in Unity 5 is that the property we set (Application.runInBackground = true) is not honored by Unity anymore.
      
      That means that previously Unity would detect the script change in the background and compile there. Now it only compiles the script when Unity gets the focus.
      
      We're currently discussing with the Unity team on how to address this.
      
      Thanks!
    • So that explains it! I'm glad I didn't spend any more time trying to figure out why it wasn't compiling in the background now. Hopefully this issue can be resolved with Unity. Keep up the good work!
  • The support to 32 bits is finished?
    4 Posts | Last post Tue 5:32 PM
    • I have a 32 bits computer, and the package doesn't work for my architecture. 
      Why?
    • Same issue.
    • Hello,
      
      We have just re-uploaded a new installer with proper x86 support.
      Can you please download the file again and try to install it ?
      
      Thanks
      Sebastien Lebreton [MSFT]
    • Seems to be properly installing now. Thanks for the update!
  • Logging in Unity 5
    2 Posts | Last post Tue 10:09 AM
    • Hi, vs is not catching the debug.log in unity5 in my project. U5 has a new callback, can it be automatic?
      
      http://docs.unity3d.com/ScriptReference/Application-logMessageReceived.html
    • Are you properly connected to the expected Unity instance ? (check the small icon at the bottom). This is different from being attached with the debugger.
  • 32 bit support
    3 Posts | Last post Sun 1:20 AM
    • I have the extension installed and working on my 64 bit system. 32 bit installation gives me an unsupported architecture error. I had a previous version which did work on a 32 bit machine. Is there a different MSI somewhere?
    • Hello,
      
      We have just re-uploaded a new installer with proper x86 support.
      Can you please download the file again and try to install it ?
      
      Thanks
      Sebastien Lebreton [MSFT]
    • It works, thanks.
  • Installer hangs forever...
    2 Posts | Last post April 11, 2015
    • The installer sits at 0% forever... Unity and Visual Studio both closed. Using Windows 8.1 latest updates and service packs.
    • Hello Jeff,
      
      You should check that you have no windows updates pending. Try to apply all updates then reboot you computer. Seems that something is blocking the VSTU installer.
      
      Regards
      Sebastien Lebreton [MSFT]
  • Can't work with mac & parallels
    2 Posts | Last post April 07, 2015
    • Hi,
      
      I just can't use the plugin on my Mac, neither on Unity 4.x nor 5. What I've done so far :
      
      1/ Opening the generated solution from the Windows seems to work fine, mostly*. For example, MonoBehaviours' gameObject member variable is correctly inferred and can be autocompleted without any complaints about missing references to UnityEngine.
      
      2/ Trying to open an asset through the exposed Parallels VS app as an external editor results in a "broken" state in the sense that aforementioned features don't work at all : VS is completely unaware of Unity dlls and assets. This doesn't change even if VS is launched beforehand using the first method.
      
      * I encounter the same missing references problem even in the first case when I open a file using Resharper.
      
      3/ Later, I read that UnityVS.OpenFile.exe was needed to function correctly with Unity 5. I pinned the executable file to my Windows start screen, was able to find it through Parallels' application folder and choose it from inside Unity. It even launches the VS from the Windows side, but tries to access <openfile.exe path>\<unity project path>\solution.sln, which it obviously can't find.
      
      What am I missing here ?
    • By the way, I'm using Unity 5.0.0f4 and Visual Studio Community 2013.
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