MonoDevelop - limit letter count

Hello everyone!
Is there a way to limit the letter count in MonoDevelop?
Sometimes I run into some really long lines and I need to scroll in order to read them which is, of course, not very handy.

Many thanks in advance,
Shushustorm

if i understand your question correct, why don’t you cut the line where you can into a new one? like after a comma and so…

First of all, thank you very much for your answer, jister!
I tried that and I ran into problems then. It didn’t seem to work, but I guess I just don’t know the rules that come with this solution.

For example, when I have something like this:

if (((something_that_has_been_done) == true)  ((some_other_stuff_has_been_done) == true)  ((even_some_further_stuff_has_been_done) == true))) {
    something_happens();
}

I don’t know where I should break the line.
If I remember correctly, I tried this which didn’t work:

if ((something_that_has_been_done) == true) 
    ((some_other_stuff_has_been_done) == true) 
    ((even_some_further_stuff_has_been_done) == true)) {
        something_happens();
}

Also, most of the time when I use Instantiate, there will be a long line like this:

clone_some_object = Instantiate(some_object, some_object_loc.position, some_object_loc.rotation);

This can be huge when the names are long and I don’t really know how to break this into several lines.

Your multi-line version has introduced an inconsistent number of parenthesis.

Try this instead:

if ( (something_that_has_been_done) == true
   (some_other_stuff_has_been_done) == true
   (even_some_further_stuff_has_been_done) == true
) {
    something_happens();
}

With regards for your other line:

clone_some_object = Instantiate(
    some_object,
    some_object_loc.position,
    some_object_loc.rotation
);

If you are using C# then you can also used named arguments (though this might only work when compiling DLLs; I can’t remember if Unity’s C# compiler supports this syntax):

clone_some_object = Instantiate(
    original: some_object,
    position: some_object_loc.position,
    rotation: some_object_loc.rotation
);

Thank you very much for your answer, numbercruncher!
I guess this will solve the whole problem!
In fact, breaking the lines like that is even a better solution than what I was looking for!
This will actually make the code way “cleaner” and easier to read.

Oh and so far, I don’t use C#. I am new to Unity and programming in general and I decided to start off using UnityScript.
But thanks anyway! Maybe someone else can make use of this or I can use this later when learning C#.