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[SALE 49% off] Script Inspector 3 - World's Fastest IDE for Unity

Discussion in 'Assets and Asset Store' started by Flipbookee, Jun 2, 2012.

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What would you like to see in the next update?

Poll closed May 17, 2018.
  1. Line numbers

    140 vote(s)
    36.9%
  2. Code folding

    234 vote(s)
    61.7%
  3. More color schemes

    43 vote(s)
    11.3%
  4. Customizable color schemes

    71 vote(s)
    18.7%
  5. Search functionality

    152 vote(s)
    40.1%
  6. Lower price :D

    104 vote(s)
    27.4%
  7. No thanks, it's fine as it is :)

    11 vote(s)
    2.9%
Multiple votes are allowed.
  1. Flipbookee

    Flipbookee

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    Hehe, thanks man! :)

    It's still showing pending review for me although I submitted it 45 minutes ago... I've either lost my power publisher status or the servers are slow in replicating the content today :-\
     
  2. crafTDev

    crafTDev

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    Hey Flipbookee,

    Cool update but where is my replace all? :/

    Thanks,
    jrDev
     
    Flipbookee likes this.
  3. Novack

    Novack

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    He had already mentioned that this release was going to be for bug fixes and tiny requests only, to get some fresh air.
     
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  4. Flipbookee

    Flipbookee

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    YAY! It's alive now :D

    Script Inspector 3 - version 3.0.8
    is available now on Asset Store

    Please update your projects :)

    @jrDev and @Novack right! This release was mostly about bug fixes and tiny requests. I was hoping to get Replace All maybe and I started that already, but then Unity 5.2.1p4 was released with breaking changes that affect Si3... Then I had to hurry up and release the fixes. No time for fresh air really ;)
     
    Novack likes this.
  5. Flipbookee

    Flipbookee

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    Hey folks, please update again to version 3.0.8f - I had to remove the new Cmd-Y shortcut for Redo because it was overriding the Go To Definition on OS X... Sorry about that, I totally forgot that Cmd-Y was already used there :oops:

    On Windows only, Ctrl+Y will still be the alternative shortcut for Redo besides the existing one Shift+Ctrl+Z ;)

    Please let me know if you find any other issue (or if you don't ;) hehe)
     
    mcmorry and Novack like this.
  6. bocs

    bocs

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    *Unity 5.1.4 + SI 3.0.8f

    is this as intended?
    Also anyway to include icons in that menu, or 2 different drop down menus (functions, varables)

    List shows parameter variables...


    and when you click on them...takes you:



    edit:

    I'm sure it's a bug...A function that doesn't exisit, and when you click on it does nothing:
     
    Last edited: Oct 17, 2015
    Flipbookee likes this.
  7. Flipbookee

    Flipbookee

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    Thanks @bocs! Not intended, it's a bug. Great find! I'll fix it!
     
  8. Flipbookee

    Flipbookee

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    I can't add icons to the drop down menu (Unity doesn't support that), but I can replace it with my own list similar to auto-complete lists. Either that or I can also group non-method members in a sub-menu to make the things cleaner.
     
  9. Flipbookee

    Flipbookee

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    Did anyone try Version Control integrations in Si3? There was no feedback, I don't even know are you aware that this exists :p

    I use it all the time and it works perfectly for me so far! :D
     
    Novack likes this.
  10. Novack

    Novack

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    I mostly use SVN, and some customers still use Asset Server, but not sure how Si3 integrates with that.
     
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  11. Flipbookee

    Flipbookee

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    I haven't tried but I think Asset Server should work with Si3. SVN is not officially supported by Unity as far as I know, and there's nothing specific in Si3 to do anything else with it as it does with P4Connect. If your SVN doesn't lock files then there's nothing else necessary to be done in Si3 anyway, although it would be nice if you could run Diff for example right from inside Si3.
     
  12. mcmorry

    mcmorry

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    I use git, and for what I know there is no integration with Unity. Now I use SourceTree for all the git operations.
    What it does the Si3 integration?
     
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  13. Flipbookee

    Flipbookee

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    This is what Si3 gives when P4Connect is installed:

    Si3-P4Connect.png

    There's that "P4" toolbar button and it shows the same menu items as P4Connect for the current script. I can do all Perforce commands on the script without searching for it in the Project view. Si3 will also perform a check-out operation automatically when you start editing the script. If that fails because the file is locked for example, then Si3 will ask if you want to edit the file "in-memory" and it warns you that you may not be able to save the changes... You can also easily commit changes from this menu, or revert them, or Diff them and see what you've changed so far.

    While using Unity's own integration with Perforce a similar drop down menu shows up and all that can also be done from there. Pretty cool and very handy!

    I don't use git at all, so I don't know if any of this is necessary.
     
  14. mcmorry

    mcmorry

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    Very interesting but on the asset store P4Connect has a lot of bad reviews.
    Also I don't understand where to start to create a new account on their servers to start storing my project as I would do on GitHub or BitBucket. Do they offer a free solution? How is called?
     
  15. Flipbookee

    Flipbookee

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    Yeah, P4Connect has bad reviews and it isn't perfect but it does the job perfectly if I ignore all the spam in the console log :-\ It's also open sourced and they are updating it frequently (not as often as Si3, hehe ;) but still) so it's getting better and it's the best free alternative for someone like me who doesn't own a Unity Pro to get access to Unity's native integration with Perforce (which is also not perfect, just slightly better and only a little bit less spammy).

    I don't know if Perforce offers a free hosting on their servers, but they offer the server and the client software for free and up to 20 users. As a solo developer I run the server on the same machine :p and I only use it for versioning and to easily copy changes across from one project to another since I have to keep various Unity versions where I test Si3. The client comes with all the fancy Diff and Merge tools, Time Lapse view, and what not, but the main reason for choosing Perforce for me was that I'm used to that the most since Perforce is de facto the standard VCS in the mainstream games industry.
     
  16. Novack

    Novack

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    As far as 3rd party assets, Unity is list this one for SVN, among the recommended for VCS:
    https://www.assetstore.unity3d.com/en/#!/content/39131

    I have not yet use it, but looks promising.

    Truth be told, I have not ever used an vcs integration within a coding IDE, not in MD, not in VS, not before that on other script languages or frameworks. I always handle versioning from the SO browser, although Unity forced my hand with Asset Server.

    Not particular prone to work with vcs's that lock files either... :eek:
     
  17. Flipbookee

    Flipbookee

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    VCS's that lock files are fine if the tools are smart enough to unlock the file whenever needed - then you won't even notice the file was locked. Locking code files is rarely useful though, this is more about avoiding conflicts on files that can't merge changes.
     
  18. IronNinja

    IronNinja

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    Flipbookee likes this.
  19. Flipbookee

    Flipbookee

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    Hey @IronNinja, thank you so much for the blog post and the heads up! Very nice :D

    Looking forward to the next one as well :)
     
  20. IronNinja

    IronNinja

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    I wanted to confirm -- there's no equivalent of Refactor > Rename for SI, correct?
     
  21. Flipbookee

    Flipbookee

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    @IronNinja No, not in the current version but it will be in some of the next few updates. This is because that feature depends on two other ones that are still missing: Replace All which should come with the first next update and Find All References - one or two updates later. The Rename feature is a combination of these two features, more or less.

    Since I release new updates every second week (sometimes even more often depending on how the progress goes) you should expect the Rename feature to be available very soon. :) And some other refactoring features will come after that.
     
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  22. IronNinja

    IronNinja

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    Very cool. Thx!
     
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  23. crafTDev

    crafTDev

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    Hey Flipbookee,

    I keep getting "Multiple Managers!" errors. Did we ever figure out why this is?

    EDIT: Another script was causing Unity to recompile because it wasn't meeting it's condition. I am guessing this affects Script Inspector in a way.

    EDIT2: Actually I really don't know why it's happening...

    Thanks,
    jrDev
     
    Last edited: Oct 23, 2015
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  24. Flipbookee

    Flipbookee

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    @jrDev The last time you said it was somehow related to Easy Save, so I contacted the author and we both investigated this. We were not able to reproduce the error and we assumed this to be a glitch in the way how Unity did the serialization of ScriptableObject instances. What's your Unity version / OS? Is it again anyhow related to Easy Save?

    I don't get what you mean. :p Can you explain please?
     
  25. mcmorry

    mcmorry

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    About the auto closing ";" I found just now an issue.
    Typing this ( the caret is | ):
    functioname(|
    it creates correctly
    functioname(|)
    The if I type ; i get
    functioname(;|)
    instead of
    functioname();|
     
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  26. Flipbookee

    Flipbookee

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    Is the "Smart semicolon placement" turned on? It's off by default.
     
  27. mcmorry

    mcmorry

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    Ops :oops:
     
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  28. shamunity

    shamunity

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    Hi, quick question (sorry if it's silly) - but does this tool allow you to build your project? In mono I like the autobuild mechanism, and you get notified of all the errors and can then handle them one by one.
     
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  29. Flipbookee

    Flipbookee

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    @shamunity If you're asking about compiling scripts then yes, kind of... I'll try to explain:

    Si3 is a script editor and building the assemblies is handled by Unity Editor. With Si3 there's no need to explicitly start the build process, Si3 instructs Unity to rebuild the assemblies whenever you save your changes in one or more scripts. If you don't like that for any reason then Si3 can also be configured to start the compiler on user command instead of doing that after each save. But the best thing is that you don't really have to save or build the scripts, you can also just hit the play button and Si3 will save all the changes automatically which Unity Editor will then compile and if everything is fine the game will start. If there are error they will be listed in the Console window and the game will not start. Then you can double-click those errors one by one and open the line where the error is in Si3, kind of similar if you would be doing that outside of Unity.

    I don't know what's that autobuild mechanism - I stopped using MonoDevelop about a year and half ago :D but I hope this was the answer you were looking for?
     
  30. Flipbookee

    Flipbookee

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    @shamunity If you watch this video you can see how scripts get saved and compiled by nothing more than pressing the Play button. :) At some point you can also see how compile errors show in the Console at the time the Play button was pressed. Double-clicking them will "ping" the line with the error, and after fixing Play works... Explicit saving and building was not used anywhere in this video :)

     
  31. shamunity

    shamunity

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    @Flipbookee thank you for your prompt reply - yup, it does answer my question! Thank you!
     
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  32. crafTDev

    crafTDev

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    Hey Flipbookee,

    I responded to your message.
    I like this but what about when I type if(), and then the braces it doesn't do if(){} if does if({). So can we have smart brace placement option too? Also how about smart indentation too when within braces? I am very OCD when it comes to indenting my code within my braces, its especially annoying when I have to fix all my indentation after I paste some code.

    Thanks,
    jrDev
     
  33. Novack

    Novack

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    Try "if" + TAB, I use that all the time and saves me from typing and identing. You can customize it to the format you like.
     
  34. crafTDev

    crafTDev

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    That's cool, I am not a fan of it dropping the brace to the next line though.

    Thanks,
    jrDev
     
  35. Novack

    Novack

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    You can change it to your like, there is a folder with all the snipets.
     
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  36. crafTDev

    crafTDev

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    Very cool! Did not know this.

    Thanks,
    jrDev
     
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  37. Flipbookee

    Flipbookee

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    Thanks man! :)

    You mean the formatting, right? Because on Paste the inserted code gets automatically indented, but not auto-formatted... Which is a great idea! I'll keep that in mind when I start working on auto-formatting (soon) :) and yes, your auto-formatting settings will be applied to code snippets as well then, so you won't have to do that manually inside snippet definitions ;)
     
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  38. syscrusher

    syscrusher

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    So sorry for my delayed response! I didn't see your question until today. I am currently running Unity 5.2.1f1 and have not had a crash since upgrading to this version. So it may be a Unity bug that was fixed. I'd say don't worry about it for now, and I'll report back in if it recurs under the new Unity. :)
     
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  39. crafTDev

    crafTDev

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    Hey Flipbookee,

    I have a weird error, the shortcut for tab hide/showing changes from CMD+SHIFT+T to Alt+T (or was it Option+T). I was wondering why I couldn't open the tab with the normal shortcut anymore. It got automatically fixed back now, idk...

    Nvm: It's probably because I opened the file between windows and mac unity3d programs, because the ALT+T is apparently the Windows shortcut.

    Thanks,
    jrDev
     
    Last edited: Oct 27, 2015
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  40. Flipbookee

    Flipbookee

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  41. JoeStrout

    JoeStrout

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    Are you freakin' kidding me?

    I just bought and installed Script Inspector 3. Never used any version of it before. Quickly skimming the Read Me, I started to get goosebumps. Double-clicked something in the SI Console, and it snapped right open and clearly highlighted the line — more goosebumps. I used the gear menu to "Always open in Script Inspector," double-clicked some other script in the project view, and it snapped open so fast I nearly fell out of my chair.

    Then I read about and tried the right-click on any SI Console message to open any part of the call stack... and I think I need to change into some dry skivvies.

    It's possible I will discover some socks on the floor somewhere; I'm a little worried about debugging in particular. But even if I still have to launch MonoDevelop for debugging, for daily editing this is so much better than what I've gotten used to, I can hardly believe it. Major kudos, Flipbook Games!
     
  42. JoeStrout

    JoeStrout

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    OK, first sock on the floor. :)

    I'm on a Mac, which has very standard behaviors for text editing that all good Mac apps (and most bad ones) follow. This includes, option-left goes to the start of the word (or previous word), and option-right goes to the end of the word (or next word).

    In Si3, these keys aren't working that way. Apparently they're going through history points and making me say "wtf?!?"

    It looks like control-left/right are working approximately like option-left/right should (control-left is doing exactly what option-left should do; control-right is going to the start of the next word instead of the end of the current word, which is pretty close). On a Mac, control-left/right isn't a standard behavior, but most code editors use them to go to the start/end of a word defined by CaseChanges, which is sometimes handy (especially in Cocoa, not so much in C#/Unity/.NET). I don't care about that as much... but the option-left/right behavior is important.

    I'm sure this seems picky, but these behaviors are so deeply engrained in my cerebellum that it's really causing me to stumble a lot. I'm so thankful that this is delivered in source code form! Where do I need to hack it to swap the behavior of option-left/right and control-left/right?

    EDIT: Looks like just changing FGTextEditor.cs lines 7578 and 7632 to say EventModifiers.Control instead of EventModifiers.Alt does the trick. I didn't even have to change the definition of "moveByWordMode", which is already set when you hold Alt on a Mac.

    I would suggest that in future versions, this should be a preference somewhere... or just change it to follow the standard behavior (I doubt many users would object). With this little tweak it's not perfect (alt-right is still going to the start of the next word instead of the end of the current word), but it's darn close.
     
    Last edited: Oct 28, 2015
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  43. Flipbookee

    Flipbookee

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    Hey @JoeStrout, thanks for this amazing feedback! :D

    I can't wait to see what you're going to say when you discover the Magic Methods, hehe ;)

    Okay, I see, that's a good point - having to use any different cursor behavior than what we are used to is frustrating, I know that! Si3 cursor movement replicates the one in Visual Studio, since that's what I am used to work with :p but I didn't really think about hardcore Mac users... There's no excuse, I will add the standard OS X text editing behavior. Thanks for the suggestion! ;)
     
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  44. SarperS

    SarperS

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    +1 here, was struggling with it where I had to work on my mac for the last couple of days
     
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  45. Flipbookee

    Flipbookee

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    I see... This will be taken care of immediately!
     
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  46. SarperS

    SarperS

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    With an option to respect CamelCase *pretty* please! :)
     
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  47. crafTDev

    crafTDev

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    Hey Flipbookee,

    This is weird, I updated my macbook to El Capital and after that the Script tabs don't stay together anymore. Is this something I turned off?

    Thanks,
    jrDev
     
  48. Flipbookee

    Flipbookee

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    @jrDev Script tabs don't stay together? What do you mean? Screenshot maybe?
     
  49. crafTDev

    crafTDev

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    Each script tab that I open has its own window instead of being tabbed, not really any way to screenshot that.

    Thanks,
    jrDev
     
  50. Flipbookee

    Flipbookee

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    @jrDev Oh, I understand! What's your Unity version? Can you try that in a new empty project as well?

    Is anyone else experiencing the same issue?