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Question Creating new Namespace within C#, not sure why

Discussion in 'Code Editors & IDEs' started by Junida24, Oct 9, 2023.

  1. Junida24

    Junida24

    Joined:
    Oct 9, 2023
    Posts:
    1
    When creating a script for some reason new Namespace lines are being created like the "Palmmedia.Report.Generator.Core.Reporting.Builders.Rendering;" and the "JetBrains.Annotations;" as seen on lines 1 and 2 of the C# editor. I assume the JetBrains Namespace is added as a tool within Unity that allows for preset code lines to be typed out for you, but I am unsure why the Palmmedia Namespace was created. When trying to build my project within Unity it creates an error due to the Palmmedia Namespace "not being found". To fix the problem I just commented out that specific Namespace, but any help on why that Namespace is popping up and how to avoid that would be greatly appreciated thanks!
    Screenshot 2023-09-23 133420.png Screenshot 2023-09-24 131309.png
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,281
    That's your IDE (either Visual Studio or Ryder) doing that annoyance.

    Good luck turning it off. Google for how. It won't be a setting in Unity, at least last time I checked.

    This is one of the stickiest most irritating keeps-returning-to-enabled features I have ever worked with.

    By using source control you can instantly spot and revert these unwanted changes with a mouseclick or two.

    PROPERLY CONFIGURING AND USING ENTERPRISE SOURCE CONTROL

    I'm sorry you've had this issue. Please consider using proper industrial-grade enterprise-qualified source control in order to guard and protect your hard-earned work.

    Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

    You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

    As far as configuring Unity to play nice with git, keep this in mind:

    https://forum.unity.com/threads/prefab-links-keep-getting-dumped-on-git-pull.646600/#post-7142306

    I usually make a separate repository for each game, but I have some repositories with a bunch of smaller test games.

    Here is how I use git in one of my games, Jetpack Kurt:

    https://forum.unity.com/threads/2-steps-backwards.965048/#post-6282497

    Using fine-grained source control as you work to refine your engineering:

    https://forum.unity.com/threads/whe...grammer-example-in-text.1048739/#post-6783740

    Share/Sharing source code between projects:

    https://forum.unity.com/threads/your-techniques-to-share-code-between-projects.575959/#post-3835837

    Setting up an appropriate .gitignore file for Unity3D:

    https://forum.unity.com/threads/removing-il2cpp_cache-from-project.1084607/#post-6997067

    Generally the ONLY folders you should ever source control are:

    Assets/
    ProjectSettings/
    Packages/

    NEVER source control Library/ or Temp/ or Logs/
    NEVER source control anything from Visual Studio (.vs, .csproj, none of that noise)

    Setting git up with Unity (includes above .gitignore concepts):

    https://thoughtbot.com/blog/how-to-git-with-unity

    It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place. Digital storage is so unbelievably cheap today that you can buy gigabytes of flash drive storage for about the price of a cup of coffee. It's simply ridiculous not to back up.

    If you plan on joining the software industry, you will be required and expected to know how to use source control.

    "Use source control or you will be really sad sooner or later." - StarManta on the Unity3D forum boards
     
    Bunny83 likes this.
  3. Nad_B

    Nad_B

    Joined:
    Aug 1, 2021
    Posts:
    594