What's the point of UnityVS?

That plugin that some company makes that’s supposed to create compatibility between Unity and Visual Studio. So long as you’re using C#, Visual Studio can open your Unity Project flawlessly. WITH syntax highlighting…

Is it just me, or is UnityVS a solution to a problem that doesn’t exist?

Is it not about being able to debug in VS?

pretty sure that’s it’s entire point, unless im confusing it with something else.

Yep, with UnityVS you get the Call Stack, Breakpoints, variable and object inspection, and a whole bunch more.

The stuff that works is just VS doing its job as a text file reader and editor. Like cowtrix says, there’s a whole bunch of other stuff it can’t do without editor integration, and that’s what UnityVS handles.

Idk, maybe I’m just content with straight syntax highlighting. I started with UniSciTE back in 2.5, and that’s all I’ve ever needed it highlighting and completion.

In the time it took to write this post, you could have just gone to their website:

3 Likes

You write flawless code and all third-party code you use in your projects is bug free? Can I hire you?

It’s not about syntax highlighting, read http://unityvs.com/features/

Oh no no, I get rid of any very visible bugs as solidly as I can. If there are more deeply-rooted bugs, things that are harder for players to find, I’m sure there are. I find it hard to believe that any decently sophisticated piece of software can be flawless and have no bugs.

I used to do that with the MIPS assembly language. I’d write the state of the registers in the comments. Or on paper. Then I found a debugger, which made me a little bit more sane.

Ahh I see. You have not yet experienced the simply beauty and majesty of writing code with full IntelliSence and resharper. This is absolutely one of those “you can never go back” after you experienced it situations. It is an absolute joyous environment to write in.

And as a comparison of UnityVS to monodevelop I don’t know how many times I really needed a conditional break point (never got these to work in any version of monodevelop) because of searching for that insanely hard to track bug that only happened on one of every 100 objects. I will never EVER look back. I can not praise UnityVS enough for helping me abandon monodevelop.

Yeah. Suggestion to OP. Try Visual Studio for starters. Its free.
Doing it the hard way would be fine if time wasn’t a precious commodity

I used to pay $100+ per UnityVS license, why are you complaining? If me, a little guy with a few devs, spent that kind of money, believe me, it’s WORTH THE EFFORT OF INSTALL.

It’s now FREE!!! ENJOY IT WHILE IT LASTS. Maybe, just maybe, I can send you all my UnityVS licenses and you can reimburse me for the time before Microsoft Acquired SyntaxTree.

Do you know how much Vodka I can buy with that?

Except Visual Studio is not. At least not the version that actually works with UnityVS.

You can apply to BizSpark or DreamSpark to try to get it for free.

Ummm… how do you debug your code at runtime then?

I’ve only very rarely needed IDE debugging.

Ryiah is right of course.

However, leave aside the issue of Unity VS for a moment.

Regardless of that, coding with Uniscite or anything of that sort, according to me is highly inadvisable. I used to do this. Then, I got the free version of Visual Studio that is Visual Studio express. It has definitely made my life much easier.

These days, I get a headache even thinking if going back to Uniscite.

Your development speed will pick up with a proper IDE. Don’t try to be a hero coding with just a text editor. Why wait to find a potential bug and spend extra time making the code perfect when you can see the problem immediately and fix it as you write it?

2 Likes

There’s a lot of people who don’t understand what proper debuggers allow you to do or what is efficient debugging. Spamming Debug.Log all over the project to see variable values or code execution hits is not (In case anyone reading this thinks so :roll_eyes:)