UnityDevelop Released!

Finally got around to rounding this up for release! “UnityDevelop” is a modification of FlashDevelop (an excellent ActionScript editor). It understands Unity JavaScript and provides autocomplete for your scripts and built-in Unity stuff.

More info and download: http://technology.blurst.com/unitydevelop-javascript-editor/

Good stuff, Matt.

Going to try it out soon :slight_smile:

:frowning:

Any idea if FlashDevelop works with CrossOver on the Mac?

(I watched your video, and would love to try it.)

This is really AWESOME !!!

I hope you can also make it works on Mac OS X.

since the source code is free I’ll try to make it mac! :slight_smile:

Edit: searching for a windows compiler.

If you make it work on OSX, I for one would pay a decent chunk of change for it if needed.

Just sayin’.

Great, I have been looking forward to this!
Finally switching over from Unitron. Used windows+mac on synergy already, so this is a perfect match.

Thanks for releasing it to the public, I hope this also benefits you guys (in form of beer at unite or additions to the tools, etc.)

I’m now a full-time user of this tool.

There are some threads on the FlashDevelop forums about an OSX port. The issue is FlashDevelop uses some .NET components that are heavily tied into Windows, like ScintillaNET. Miguel himself replied to the blog post, with:

So it seems unlikely in the short term. As far as I know there aren’t any comparable multi-platform ActionScript IDEs out there, either. If there are, and they’re open source, I’d be willing to take a stab at the same kind of changes I made here.

I really love what you did with FlashDevelop. I’m just not willing to launch parallels just for a simple code editor.

I’ve been doing a bit of looking into extending Xcode for use with Unityscript. It seems that some creative folks have reverse engineered the plugin interface and developed their own language definition files (with code completion). For example here is a language definition file for Actionscript, since you mentioned it.

It would obviously be a lot of work generating a proper language definition for Unityscript and the full Unity API. WTB: Import DLL button in Xcode.

It isn’t bad if you use a stripped-down version of XP. The memory footprint here is a little over 100MB, and it’s pretty zippy fast.

How much ram do you setup in the VM?

I am going to look into that. I currently just have a standard XP install on a small 20g or so bootcamp partition. It runs great under parallels, just takes up considerable system resources.

The Nlite utility you referenced appears to be geared towards creating a new install disk. I really don’t want to reinstall windows. Hoping to find some guide on gutting pre-existing installs.

I’m running the VM at 160 MB of “physical” memory. Here’s the Task Manager with UnityDevelop running: http://dl.getdropbox.com/u/173540/unitydevelop_vm_taskmager.png . I could probably go lower still, but 160 doesn’t make much of an impact, even at work where I have an older iMac.

I don’t know how easy it is to pare down an existing Windows install. I wouldn’t recommend it, though. I don’t like virtualizing my boot camp partition for helper apps like this, because I run all kinds of other stuff via boot camp (Steam, etc).

hey Matthew Now if only their was a windows port, is there something on windows that compiles applications for mac os x?

Top stuff Matt, you guys are steady rockin’ the house with all you do. Kudos!

Awesome. Thanks so much for posting this.

thanks for the helpful tip on windows xp lite. Never knew those things existed! :wink: Great work guys btw, pity I’m a TextMate man! :smile:

Cheers.

Thanks alot. This will help JS Windows developers alot! Even more handy with the imminent release of v2.5

Thanks, I just took it for a spin and it indeed speeds up work a great deal !

Two question:

1- What is the shortcut to complete the first word before the “.”
for instance getco

2- if I have the method “AddThing (t : Transform)” inside the class “Things”
how do I set /** @ param
so that when I type
GetComponent (Things).AddThing (
the autocomplete list only displays in scope variables of type Transforms?

Cheers

Thanks again,I’m still using UnityDevelop!

Now 2.6 has been released; How can we easily update the auto completion to the new API (instead of manually editing the Classes folder)?