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Please change "Scripting Define Symbols" field to a TextArea

Discussion in 'Scripting' started by bitinn, Dec 3, 2018.

  1. bitinn

    bitinn

    Joined:
    Aug 20, 2016
    Posts:
    961
    Hi, I know this might be too late for 2018.3b or even 2018 LTS, but I find working with scripting define symbols terribly inconvenient.

    Screen Shot 2018-12-03 at 16.33.57.png

    With a few assets it's quite likely the keywords are much longer than the input field itself, and Unity default to auto highlight all text.

    I would say 90% of time users come here either:

    - want to see what's in it.
    - want to select a keyword or add/remove a keyword.

    A TextArea with force text wrap is much better for users, and users can cancel the highlight and place their cursor much easier.

    (I do change the value quite a few times due to asset like Rewired using Scripting Define Symbols to suppress features like Unity Input Override.)

    Thx
     
    SirIntruder likes this.
  2. Foriero

    Foriero

    Joined:
    Jan 24, 2012
    Posts:
    584
    Yes that is very much needed. Also its own tab a reorderable list would be super great.
     
  3. bitinn

    bitinn

    Joined:
    Aug 20, 2016
    Posts:
    961
    This is a better idea, not sure it need to be sortable, is it order dependent?
     
  4. lukaszunity

    lukaszunity

    Administrator

    Joined:
    Jun 11, 2014
    Posts:
    461
    I've now added a task to our backlog to improve this.
     
    luispedrofonseca, bitinn and SugoiDev like this.
  5. Eric-van-Gastel

    Eric-van-Gastel

    Joined:
    Jan 2, 2016
    Posts:
    21
    It seems there is a limit to how many symbols you can add. If you add too many, the last few are ignored by the preprocessor, and your code won't compile. I'm in a situation where I need a lot of scripting define symbols, but haven't found a solution yet.

    Did anyone encounter this before?