Qualimetry and Unity

Hello!

I work on a project for a big company and i was asked to find something to introduce qualimetry in this growing monster that the project has become.

To do so, i needed something with low cost, with C# development management on visual studio (sync. from Unity).

I turned myself to Sonar with its plugins, but found out that whereas it works fine in a single visual studio project, it does not in this case. I’m guessing the “solution.sln” and “solution-csharp.sln” are parts of the problem, but i’m not familiar enough with sonar or VS/Unity project to find a solution… if there is one.

So i have to ask:
Knowing that we only use Visual Studio and instanciate everything that will be in the scene, does anyone know how i could use qualimetry with Unity project? Or if it is even possible?

Many thanks for your time,
J.

What I’ve done in the past to let me use tools such as ReSharper and DotCover to their maximum is to have the majority of my code written entirely within Visual Studio and compiled into a DLL which is copied into my Assets folder. This let me use all of the software engineering tricks I know VS can do, it’s just a normal VS project at this point, and just left thin shim components in the Unity project which just called into the DLL.

I have heard now that it’s possible to use components which are entirely within a DLL, and this is what I’m planning for my next project, I’ll be happy to just use VS to do all of the coding and let it use it’s own solutions entirely whilst using Unity as the game editor to link everything together.

May i ask when you say:

if it’s the gameobjects and components attached to it?

Because if i understand your first part right, right now, i came to the same conclusion as you: it’s ok to manage code outside Unity as long as you don’t use specific types of the game engine.
But the project being already big and hard to maintain, and obviously not created to be cleanly separated from the start, i find myself in a position where it’s mostly mixed beetween Unity and the rest.

So i’m really looking to some mixed solution, or even one purely Unity, which would resolve my problem without reengineering everything in one task. Introducing rules one by one will do the same in time, but without stopping production.

While browsing the forum, i found about Gendarme but i feel like it still needs improvements in it’s rules. Although it’s not the perfect tool, I’ll still give it a try if nothing better comes up…

I just domy custom C# components in the DLL, the gameobjects are still handled as usual. It is possible for you to use the dedicated Unity clases from your Visual Studio project though, you just need to reference Unity’s own DLLs from your VS project.

Not really sure what to recommend in your current case though, it’s always a lot more complex to apply any coding systems to an existing changing codebase than when you’re able to start from a clean slate.

Thanks you for your replies Molt. It’s clearer now, even it’s not totally solved yet.