Visual Studio Editor package

The Visual Studio Editor package is no longer in use but it’s still installed in the Creator Kit - Beginner Code tutorial. There is a possibility that it’s still present in other projects and tutorials.

Just saying…

About packages in general, I just spent half an hour removing a bunch of unused packages in the same tutorial.

One tip:
Remove packages directly from the manifest file. Don’t bother with the Package Manager UI. Once you click back into Unity it will resolve all your changes in one go.

Uh, no, this seems to be a bad idea. The content of the manifest doesn’t reflect the packages that are installed in the projects.

Here is the manifest for the Creator Kit - Beginner Code and below the screen capture of the packages that are actually installed. Most of the packages I deinstalled from the package manager are still listed in the manifest.

{
  "dependencies": {
    "com.unity.cinemachine": "2.3.4",
    "com.unity.package-manager-ui": "2.2.0",
    "com.unity.postprocessing": "2.1.7",
    "com.unity.render-pipelines.lightweight": "6.9.1",
    "com.unity.textmeshpro": "2.0.1",
    "com.unity.timeline": "1.1.0",
    "com.unity.ugui": "1.0.0",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

We do that all the time, it’s not a “bad idea”, it’s a workaround for an unresponsive UI.

You need to enable “show dependencies” under “Advanced”.
Also, if you remove dependency packages from the manifest they’ll just be added again.

Try removing Cinemachine from your manifest and see it disappear in Package Manager.

Everything prefixed “com.unity.modules” is internal and can’t really be removed (or will automatically be added again as needed). The remaining match directly.

I had noticed that but I need to test on other project and see if it’s really safe. :slight_smile:

It’s definitely intended to edit the manifest directly. Some features like scoped registries are currently only possibly by editing the manifest directly.

The manifest is also fully documented and the documentation mentions editing it directly, e.g.

1 Like

@miniwolf_unity For information, in case you haven’t seen this thread. :slight_smile:

The package is back in 2020.1.0a15 and installed by default; I removed it, created a script and the script works. The package is useless then. @miniwolf_unity