Consulo IDE (Intellij IDEA based IDE)

Consulo IDE is currently in development by one man… It is an Intellij IDEA based IDE with available plugins for c# and mono.
As I understand, debugging is not working yet but you can edit and autocomplete your source.
Is somebody tried Consulo IDE for Unity3D?
Link to GitHub: GitHub - consulo/consulo: Platform repository of Consulo. Plugins implementation hold in their repositories

I haven’t heard of it until now. But the project goal as stated on GitHub isn’t very encouraging. “Creating one IDE for all programming languages” is overambitious, and the end result is likely to be more editor and less IDE.

Maybe. But not. I have high priority - make C# plugin usable for production.

Not recomment until i finish this pull:
https://github.com/consulo/consulo-csharp/pull/120

For now resolving slow and can provide deadlocks in big projects

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Me merged this pull, and created base support for Unity. Video do it;

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I just found Consulo much more better now. Project imported without any problems. And debug mode works fine. It’s so cool! I think it’s good alternative to MonoDevelop on MacOs. I will use it. Thanks, VISTALL.

nice to hear, thanks.

You can help me - improve it, by sending me bugs

This is awesome! I have it running with Unity 4.6.5 right now.

This is fantastic! It almost works out of the box with Unity 5.1.1 - I needed to add the UnityEngine.Networking.dll to get all the flagged errors to go away.

Only issue I had is that it won’t build when the Unity editor is open - not a huge issue but would have been nice to have.

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Please report about Unity.Networking problem at https://github.com/consulo/consulo-unity3d

Yes, Consulo for Unity3D is absolutely lovely. Had it up and running in 10 minutes yesterday and am giving MonoDevelop the boot.

if your on windows why not Visual Studio?

Sure, but I’m on OS X, personally.

I tried Consulo long time ago and was not ready for prime time, but this weeks I was doing another quick look to MD alternatives on OSX (TBH, booting a VM to run VS is just a pain in the back). When I take a look to Consulo I’ve been really surprised to see that the project was not abandoned and the activity was quite recent! Well, I decided to give it a go and in about 10 minutes everything was up and running flawless!!! Including debugging!

Is there any refactoring support? I’m thinking of things like renaming variables, inlining or extracting variables and methods, etc.

I can live without a couple of the refactoring features from proper grown-up IDEs like pulling members up to a base type or extracting subclasses from members, but if all I have to rename a variable is find+replace, that’s a no-go.

Basic refactoring features: rename, inline, extract variable. No method extraction AFAIK. Install the IDE take 5 min and import a Unity project worked out of the box for me. Just try!

One thing I couldn’t get to work: jumping to the right line number from the Unity log. I.e. double click debug/warning/error in Unity opens the file in Consulo, but it doesn’t go down to the right line.

On the integration wiki he say:
7-In External Editor Args type --line (Line) "(File)"

But I can’t see any field to allow me to put this on preferences (Unity v5.2.1p3). Maybe @VISTALL can help us here or maybe is a change on Unity that breaks this feature. I remember that the VSCode integration showed a field with that king of info, but it’s not there anymore :confused:

I just find out that “External Editor Args” is windows only. Sublime integration use a trick with bash to solve that
, so probably we can use the same. I will try later today.

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If VSCode showed as item inside ComboBox - it mean Unity hardcode name inside code.

I am waiting API for Unity. Related Consulo issue
https://github.com/consulo/consulo-unity3d/issues/1

@UCh
External Args only support on Window, you can use my plugin to solve your problem

Just down load: UnityConsulo/Assets/UnityConsulo/UnityConsulo.cs at master · minhdu/UnityConsulo · GitHub
then import into your project and enjoy! :slight_smile:

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