Unity’s technical evangelist Josh Naylor explains how to integrate Microsoft’s IDE with the popular engine
[The following article was written by Unity technical evangelist Josh Naylor.]
It’s long been a pain point when developing a Unity game: having to use MonoDevelop as the IDE. Originally I never thought it was that bad, but after using Unity VS with Visual Studio on my Desktop Windows PC, I realized it really is much greener on the other side.
However, there’s one problem: I needed a Mac for work to support multiple platforms for demonstrations and to help developers with iOS games, and I didn’t fancy booting into parallels every time just to use Visual Studio for everyday development.
Other packages such as Sublime are great but they lack IntelliSense – auto-completion – which for me really speeds up development time, especially when coding/demoing live in front of 100 people. I don’t want to be stuck missing a capitalization of some random rigid body for someone to have to point it out.
For some reason, on the VS Code website it says it’s for node.js and asp.net development – nothing about C# or integration with Unity. Which led a lot of people to ask: “When will it be integrated with Unity?” Well, great news: it already is.
I posted a few screenshots the day it was released on Twitter and the Unity3D sub-reddit and had a lot of responses asking how to do it, so here how you get it running:
1. Open Visual Studio Code
You can use VS code as a text editor – just as you would Sublime, Notepad, Notepad++ – by simply opening a .cs file for quick and easy editing, but I want to set it up with my full solution.
5. Make it default
Set Visual Studio Code as the default IDE in Unity.
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