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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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    Script Inspector 3
    got just updated to version 3.0.15f
    ...with only a single change in it:
    - Fixed resolving methods overloads with parameters of a generic delegate type for which a method group is specified as an argument - thanks @thienhaflash

    Enjoy! :cool:
     
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  2. thienhaflash

    thienhaflash

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    Bad news, maybe, though I actually think this is on Unity's side, not related to SI3, so maybe a try-catch ?

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.UI.Graphic.OnRebuildRequested () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:480)
    3. UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
    4. UnityEngine.CanvasRenderer.RequestRefresh ()
    5. UnityEditor.AssetDatabase:ImportAsset(String)
    6. ScriptInspector.FGTextBufferManager:ImportPendingAssets() (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextBufferManager.cs:409)
    7. ScriptInspector.FGTextBufferManager:SaveAllModified(Boolean) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextBufferManager.cs:453)
    8. ScriptInspector.FGTextEditor:MenuReloadAssemblies() (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:1780)
    9. ScriptInspector.FGTextEditor:SaveBuffer() (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:1762)
    10. ScriptInspector.FGTextEditor:ProcessEditorKeyboard(Event, Boolean) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:7433)
    11. ScriptInspector.FGTextEditor:DoGUI(Boolean) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:3622)
    12. ScriptInspector.FGTextEditor:DoGUIWithAutocomplete(Boolean) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:2883)
    13. ScriptInspector.FGTextEditor:OnWindowGUI(EditorWindow, RectOffset) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:2739)
    14. ScriptInspector.FGCodeWindow:OnGUI() (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGCodeWindow.cs:1263)
    15. UnityEditor.DockArea:OnGUI()
    16.  
     
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  3. Flipbookee

    Flipbookee

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    Huh, that's on Unity side! Yeah, good point, a try-catch there will be required... :-\ Thanks man!

    Did latest Si3 fix that issue with finding references you reported last time?
     
  4. thienhaflash

    thienhaflash

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    The problem seems to be resolved for me. But I recognize that many times when the scripts contains errors, SI3 does not understand a lot of existed Types or variable. This may because of Unity 5.3.5f1 so I did not report, I will tell if there are anything wrong with SI3 with newer Unity version.

    Here come the bad news for today :D

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. ScriptInspector.AssemblyDefinition.get_AssemblyName () (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTypeSystem.cs:10976)
    3. ScriptInspector.FGTextEditor.HelpURL () (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:7116)
    4. ScriptInspector.FGTextEditor.DoGUI (Boolean enableGUI) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:3381)
    5. ScriptInspector.FGTextEditor.DoGUIWithAutocomplete (Boolean enableGUI) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:2883)
    6. ScriptInspector.FGTextEditor.OnWindowGUI (UnityEditor.EditorWindow window, UnityEngine.RectOffset margins) (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGTextEditor.cs:2739)
    7. ScriptInspector.FGCodeWindow.OnGUI () (at Assets/Plugins/Editor/ScriptInspector3/Scripts/FGCodeWindow.cs:1263)
    8. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    9.  
     
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  5. Flipbookee

    Flipbookee

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    Great! :)

    Oh, I see - no man, never, ever use Unity 5.3.5 without at least patch 6! Not only Si3, but other extensions, your game code, and even Unity itself won't work as intended there. And there's no way for me to "fix" that as it's Unity that's broken. They should be honest and tell everyone nicely to install at least patch 6, but I don't think they'll do that, so let's be happy at least that they fixed it in patch 6 :p

    Seems like that exception was thrown in Unity 5.3.5 as well? But I will handle that particular case anyway, so thanks for reporting it! :cool:
     
  6. thienhaflash

    thienhaflash

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    Bad news for today,

    I'm on Mac El Capital, Unity 5.5 Beta (same error message for Unity 5.3.5f1), SI3 v3.0.15f

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. ScriptInspector.Extensions.FlipbookGames.Si3UnityEventDrawer.OnGUI (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at Assets/Plugins/Editor/ScriptInspector3/Si3 Extensions/Si3 UnityEventDrawer.cs:187)
    3. UnityEditor.PropertyDrawer.OnGUISafe (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyDrawer.cs:23)
    4. UnityEditor.PropertyHandler.OnGUI (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren) (at /Users/builduser/buildslave/unity/build/Editor/Mono/ScriptAttributeGUI/PropertyHandler.cs:134)
    5. UnityEditor.EditorGUI.PropertyFieldInternal (Rect position, UnityEditor.SerializedProperty property, UnityEngine.GUIContent label, Boolean includeChildren) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:5158)
    6. UnityEditor.EditorGUI.PropertyField (Rect position, UnityEditor.SerializedProperty property, Boolean includeChildren) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorGUIBindings.gen.cs:1041)
    7. UnityEditor.EditorGUI.PropertyField (Rect position, UnityEditor.SerializedProperty property) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorGUIBindings.gen.cs:1036)
    8. UnityEditor.Editor.OptimizedInspectorGUIImplementation (Rect contentRect) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/EditorBindings.gen.cs:233)
    9. UnityEditor.GenericInspector.OnOptimizedInspectorGUI (Rect contentRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/GenericInspector.cs:33)
    10. UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1213)
    11. UnityEditor.InspectorWindow.DrawEditors (UnityEditor.Editor[] editors) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1028)
    12. UnityEditor.InspectorWindow.OnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:353)
    13. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    14.  
     
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  7. Flipbookee

    Flipbookee

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    Hey @thienhaflash, thanks for reporting that error! Is it reproducible? I don't really care if it happens in Unity 5.3.5 f1, that's irrelevant as that's a broken Unity build, but such an error should not happen in working Unity versions!

    That exception was thrown from Si3's new PropertyDrawer for UnityEvent fields. This is completely new code and I have tested it as much as possible, even got some help from @JoeStrout with that (thanks man ;)), but yeah, there might be still some edge cases that may require special handling. So please report any errors with that with repro steps and I'll fix them!

    And if that error is so bad that it stops you from using the Unity Editor in any way, you can always delete this script:
    "Assets/Plugins/Editor/ScriptInspector3/Si3 Extensions/Si3 UnityEventDrawer.cs"
    It's written as an extension to Si3 so deleting it from your project won't break anything except that you won't be able to use the features coming from that extension only. ;)
     
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  8. Flipbookee

    Flipbookee

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    Okay @thienhaflash, I found a way to reproduce that error and I can fix it. Stay tuned for another update very soon...
     
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  9. grimmy

    grimmy

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    Not sure if this is a SI3 issue but when I click on my console it no longer jumps to the line in code. It all used to work. I have the latest verison. I've tried with the Unity regular console, console pro and the si console..none of them work. I noticed that no file or class seems to be associated with the console messages. See screenshot below...

    upload_2016-10-17_14-43-45.png
     
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  10. JoeStrout

    JoeStrout

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    In the SI Console, when you right-click a debug message, you should get a trackback of method calls as a pop-up menu (and selecting any of those jumps you to that spot in the code). Is that not happening?

    I wonder if somehow Console Pro is interfering with the normal logging of messages... I don't use that, and I can testify that the SI Console is working fine for me.
     
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  11. mcmorry

    mcmorry

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    I use Console Pro together with SI Console, without issues.
    @grimmy To me it seems more a Unity problem. Try reloading it, rebooting machine, and at the end, if nothing solves the issue reimporting all the library.
     
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  12. grimmy

    grimmy

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    I tried all those things and a re import all. But I still get the issue :(
     
  13. grimmy

    grimmy

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    Yeah, that's not happening.
     
  14. grimmy

    grimmy

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    Also, I removed console pro but still the issue is happening.
     
  15. mcmorry

    mcmorry

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    Try with an empty new project with just one script the print the log and check. If it works then something in you project is causing it (very weird).
     
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  16. Flipbookee

    Flipbookee

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    Hey @grimmy, I'm not sure if I understand the issue correctly, but if you doubleclick a log entry for which there is no source code associated then there's nothing to jump to. That's all same for SI Console, the built-in Console and any other console plugin you have, simply because the source code information is missing. Is that what you were trying to say? If yes then that might be a log entry coming from a DLL assembly and nothing in its call-stack comes from your project scripts, so there's nothing we can do about that. Log entries coming from native DLL's will also have no source file associated with them.

    Now if the log entries have a script file and eventually a line number associated with them and still nothing on doubleclick then that would be a real issue. If that's the case, please tell me what version of Unity are you using and either copy and paste here one of those log entries or just send me the whole Editor.log file. Also try the last suggestion by @mcmorry and let us know if that changes anything :)
     
  17. grimmy

    grimmy

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    I am using 5.4.0f3 and yes, there are scripts associated with the log entries and not of them are getting jumped to. I have attached the editor log..
     

    Attached Files:

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  18. Flipbookee

    Flipbookee

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    Hey @grimmy, thanks for the log file! :) Take a look at the part corresponding to something similar as in your screenshot:
    These log entries are not coming from your project's scripts but from native code generated from a C++ source code file called UnityEngineDebugBindings.gen.cpp which looks like something logged out from an IL2CPP build, but I'm not sure about that - it may also be something else... That's why Console Pro shows None in the File column and that's also the reason why doubleclick doesn't open the file. ;)
     
  19. grimmy

    grimmy

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    Erm, okay. I'm sure it used to work just fine. I wouldn't know how to create this so I've no idea how that happened or how I can revert the scripts back to how they were. Any clues on how to get it back to how it was? It sounds like something has taken over the scripts/compilation somehow?
     
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  20. grimmy

    grimmy

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    Well somehow now, when I double click on the console it opens in Monodevelop even though I have editor attaching disabled in the preferences. ? This is crazy!
     
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  21. Flipbookee

    Flipbookee

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    I really don't know what's that and searching google doesn't help much as that seems to happen quite often and it's nothing unusual apparently :confused:...

    That sounds like a little bit of progress :p so now try to right-click that in the SI Console and see if you get a call stack. :) If it's there then check Si3 settings and make sure Always Open in Si3 is on.
     
  22. laurentlavigne

    laurentlavigne

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    Bought it!
    I like quite a few things about it but there are a few bugs, inconsistencies and also missing facilities which makes it harder to use than monodev (for me).I was wondering if there are options I am missing or maybe fixes on the way (sorry it is quite long and may be very confusing, I blame it on no sleep):
    1. previous/next arrow which will go to the next previous script or cursor position in the same window. Very useful when going through scripts that reference each other. In my case I code behavior tree which are text files and those reference [Task] in c# files
    2. one edit window to rule them all: currently SI3 opens up new floating window when I double click which makes a mess. I know it's called script Inspector but I think a mode that's more script centric instead of inspector centric would go a long way.
    3. when a new SI3 window opens up, it's a floating window and that's a problem because on mac a floater gets pushed to the background when I click on the editor. There is another type of window that's always in front, it'd be better suited for editor (until all script optionally open in the same window)
    4. the gear menu don't show ticks so "highlight current line" doesn't have that checkmark in front, maybe you detect a pro license and implement a white tick for the pro skin? (I use the white skin)
    5. An option so that when I type a new method and then type {}, the closing } should move to the 3rd line and the carret be on the second line.
    6. it would be lovely if aggressive autocomplete selects by default the most recent keyword. For example if I type "var thisIsAVariable = true;" and then on the next line "if (thi"... autocomplete could select "thisIsAVariable" instead of the first entry which is "this"
    7. if you type void MyMethod(){var thisVariableIsNice=true; if(thisVariableIsNice) var..." the last var gets autocompleted by ShaderVariantCollection (I know this bit of code doesn't make sense but still something off is going on)
    8. if you type "if (myCondition){" SI will automatically close the bracket when I press return and the carret is after the closing bracket... makes me sad
    9. if you add a method ThisIsGood() then in front of it add "const THISCONSTANT" which is a typo because I didn't specify the type, it will show autocomplete list with ThisIsGood as if ThisIsGood were an available type for the constant.
    10. SI doesn't seem to track changes properly. Let's say I edit a text file, add a new line at the end and then delete it, delta is zero and yet it's asking me if I want to save the changes.
    11. after I press keep in memory because I selected another script, then I go back to that first script and select another script - doing nothing to the script, it will keep asking me "discard changes"
    12. type var s="this is string me along will autoclose the ", I know it's smart enough to recognize "; but still it would be nice to have an option not to, for consistency with () and such.
    13. any way to change the autocompletion delay so it's instant?
    14. could we have different colors for constant like false/true
    15. when I undo changes a window pops up "discard changes"... intrusive, any way to not show that by default?
    16. typing /// after an attribute like [Task] won't auto template to ///Summary (works if there is no attribute before the method)
    17. the search field only searches the selected script, how do I search the entire project?
    18. when selecting a methods from within the breadcrumb at the top there is a slight delay in the "framing", it seems to be waiting for the yellow highlight animation to do something... a tighter response would be nice.
    19. and finally, here is a novel idea: Refactoring ;)
     
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  23. Flipbookee

    Flipbookee

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    Wow! Excellent feedback - thanks man! :)

    Are you on OS X? These are all the keyboard shortcuts for working with Si3 tabs:
    TabsRelatedKeys.png
    Check all the OS X shortcuts here or if you're on Windows here :cool:

    ...now let me read the rest of your post... :p
     
  24. rxmarccall

    rxmarccall

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    @Flipbookee
    Hi, was looking at purchasing SI3 today, looks very promising. My main concern is debugging. It looks like that feature is not working at the moment, do you know if / when it will be added to SI3?
     
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  25. Flipbookee

    Flipbookee

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    I just realized Si3 is today's 24 Hour Sale deal on Asset Store! :eek:

    There's no debugging at the moment, so you'll still have to use external IDE's for that. The plan is to add debugging as well, even though that isn't a trivial task at all. It isn't even hard, but more like very tricky to be done because that would require some wizardry because of the fact that Si3 runs within the same project that needs to be debugged, so hitting a breakpoint would freeze the whole process including Si3 itself... But there's a trick to overcome that limitation, and I've already made some tests to prove it's doable! :cool: Now comes the harder part - to actually implement that, get it tested, and release it as new feature. There will be a beta group forming soon where I'll be sharing initial results and progress with those who are interested in that, so you can join as well :) but I can't tell for how long it will run or how long it will take to finish that. I've made some pretty bad estimates in the past, so you can't really trust me :p

    Still, Si3 in its current state will dramatically improve your productivity!
     
  26. laurentlavigne

    laurentlavigne

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    I was talking about this, also added the block structure and foldable widget which doesn't seem to exist in SI3

    Screen Shot 2016-10-18 at 8.55.23 AM.png

     
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  27. docsavage

    docsavage

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    Just testing this now. Very very nice. This is lightning fast. Seriously fast. I have a project that has way too many other assets and scripts in. I am testing in that now and it is vastly faster than mono or visual studio. Not just in opening the scripts but in searches. I did a search on the term .enabled. It searched over a hundred scripts in the project faster than I thought possible. It just shows what can be achieved with some clever know how and begs the question why the big companies can't create such easy to use, functional and quick tools.

    Also really like the VS studio with resharper color scheme. Nice too have so many color scheme choices.

    Will get back to testing but anyone on the fence about buying this in the sale will be suprised how fast it really is. At least from what I can see.
     
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  28. JoeStrout

    JoeStrout

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    The previous/next cursor position buttons in Si3 are in virtually the same position as in MonoDevelop or VS or whatever that is above...



    Right there below the New Tab and Save buttons.

    And yeah, Si3 is insanely fast. I switched to Si3 about a year ago, and I honestly don't know how I ever got by without it.
     
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  29. docsavage

    docsavage

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    Shockingly fast. From the reviews I expected it but not by this much. I've found the lastet mono is faster than VS by a fair bit on my system but this leaves mono standing. Impressed up to now.
     
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  30. JoeStrout

    JoeStrout

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    I found it took a little while to adjust to the new reality. I was used to double-clicking something, and then having a few moments (or more) to ponder what I was about to do while waiting for the script to open. Now it's like, double-click, BAM! Type something! It's a lot of pressure. :)
     
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  31. docsavage

    docsavage

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    Exactly! You click on a script and it's already open waiting by the time your eyes have gone across to the window. That's not normal. I'm used to making a cup of tea while waiting normal editor stuff:) This is one of those tools that don't make you think it's a must buy upon seeing it. But after using just a bit you think wow this is great. I imagine by the end of the week i'll not notice it and will take it for granted - until I open mono or visual studio for debugging.
     
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  32. JoeStrout

    JoeStrout

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    Yep. After I got it, I was so amazed, I told everyone I knew about it, and even put a link to it in my signature for about two months. I've never done that with any other asset (except my own, of course). It makes the experience of developing with Unity so much better, it pains me to see anybody limping along without it.

    I finally toned it down because I didn't want to start annoying people. So now it's your turn — carry the torch, man. :)
     
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  33. Flipbookee

    Flipbookee

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    Yeah man, I fell off my chair when I saw what you did with your signature! :cool: Thanks a lot :)
     
  34. laurentlavigne

    laurentlavigne

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    Thanks! Is there a way to get all scripts to open in the same window?

     
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  35. JoeStrout

    JoeStrout

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    Yes, that's how it works for me. I must have set some preference somewhere early on, and forgotten about it. Maybe it's the "Toggle Floating Tabs" menu command?
     
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  36. Flipbookee

    Flipbookee

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    Yes, that's how it's supposed to work - all Si3 windows should dock next to each other and there's no option to disable or enable that. However, I've noticed this didn't work anymore in one of the latest versions of Unity on Windows, but I'll have to check again what version was that. It might be the latest 5.5 beta, so maybe something has changed recently and I have to adapt my code... @laurentlavigne, what version do you use?
     
  37. Wadjey

    Wadjey

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    Hi,
    I'm considering to purchase Si3, but I wonder if you can add theses features because they're essential for me:
    - Ctrl + click on a function call to reach it's definition (I'm seeing that you're using F1 shortcut for this feature, but I think Ctrl + click is more practical)
    - Find all references (of an object, variable or function) like in VS
    - Integration with git
    - Easily to choose to open the file into Si3 or VS (I wan to be able to quickly open files in VS for more complex debug)

    If you have a plan to add these features soon then I'll definitely purchase your plugin :)
     
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  38. grimmy

    grimmy

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    Issue whereby console was not linking to script lines was fixed by:
    1-creating a package of the whole project
    2-importing package into empty project.

    Nothing to do with si3 or console pro it seems, but strange nonetheless.
     
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  39. Flipbookee

    Flipbookee

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    Find All References is already implemented and it's slightly more powerful than the one in VS :D

    I do not plan to add git integration to Si3 simply because a git plugin for Unity would have to extend beyond the domain of Si3 and work with all types of assets in a project. Si3 however integrates nicely with Unity's version control systems, regardless of which type you use! In addition to that, Si3 integrates seamlessly with P4Connect if that free plugin in installed in the project. ;) Adding support for additional Unity version control plugins is not an issue as the infrastructure for everything already exists in Si3 and it's only a matter of connecting that with external plugins in a similar way as it is done with P4Connect. Moreover, the full Si3 source code is there for you to edit it if you wish, so you can do that even yourself if you wish. ;)

    You can easily choose to open scripts in Si3 or in your external IDE. There's a global option for that and also a keyboard modifier to invert the global settings - if you for example set it for doubleclick to open in Si3, then Ctrl+doubleclick opens in external IDE and vice versa. :D But once you get used to Si3's speed you'll never want to edit scripts in your external IDE and you'll only use them for debugging! And switching from a script open in Si3 to the same script and line in external IDE is extremely simple - just hit Ctrl+Enter :cool:

    Ctrl+click to go to definition is something I've promised already to be added, but it hasn't been done yet. In meantime F1 opens Unity Scripting Reference or .Net Reference on MSDN, while F12 goes to definition of a symbol.
     
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  40. Wadjey

    Wadjey

    Joined:
    Feb 4, 2015
    Posts:
    244
    Hi,
    Thanks for your quick response. I don't know if the small size of the Si3 window into Unity is convenient for daily use, but I'll purchase your plugin ;)
    Awaiting for the Ctrl+Click shortcut, as I'm using it very frequently.
     
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  41. docsavage

    docsavage

    Joined:
    Jun 20, 2014
    Posts:
    1,021
    Hi Wajdik,

    You can resize and undock the windows if you want. I tested with a full screen window on my second screen. You can also resize the font as well like in VS and mono with the ctrl +middle mouse wheel.
     
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  42. Wadjey

    Wadjey

    Joined:
    Feb 4, 2015
    Posts:
    244
    Bought :)
     
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  43. docsavage

    docsavage

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    Jun 20, 2014
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    Cutting it fine for the sale:) you'll not regret it from what I can see.
     
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  44. Invector

    Invector

    Joined:
    Jun 23, 2015
    Posts:
    966
    Couldn't resist and bought, I'm sick and tired of waiting ages for the VS to open the first time everytime I load a new project lol, It's just beautiful to see how fast this thing is! - but I see that foldable is still not available :(
     
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  45. Flipbookee

    Flipbookee

    Joined:
    Jun 2, 2012
    Posts:
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    Thanks @Invector! I've started working on code folding some time ago, so I "only" have to finish that since it's already half done.
     
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  46. Invector

    Invector

    Joined:
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    That's great news! I'm loving it so far, you have done a awesome job!
     
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  47. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
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    They dock a bit randomly, it seems to depend on the layout.
    See how I split the layout for si3 in the bottom window, they still open in the top window so maybe a toggle to turn off auto-add-new-tab that'll open any script in the same tab.
    I'm using 5.3.4

    Screen Shot 2016-10-19 at 2.26.06 PM.png
     
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  48. Flipbookee

    Flipbookee

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    Okay, I see what you mean... When there is more than one group of Si3 tabs, I think the new tabs are simply auto-docking to the "first" of those tabs, and that may be in the first or in the second group. If you can think of a better way of doing that I can easily change that rule and make it work so that the new tabs will appear in the group with the last used Si3 tab, for example?

    Note that with Si3 you can drag the scripts from the Project window and you can drop on a Si3 tab to make that script appear in the same group of tabs! That way you can easily control where they go. You can do the same by dragging GameObjects from the Hierarchy window or Prefabs from the Project window. :)
     
  49. laurentlavigne

    laurentlavigne

    Joined:
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    Posts:
    6,364
    There was no SI in the upper window, only an inspector and I think that confuses si3. Maybe you can recognize the type of tab? The solution I can think of is more of an option to have the tabs within si3 rather than using unity's tabs.
     
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  50. Wadjey

    Wadjey

    Joined:
    Feb 4, 2015
    Posts:
    244
    Hi @Flipbookee,
    I want to suggest two features to add to SI3:
    - It will be really very helpful for developers if you marks (on the side of the SI3 window) the highlighted references when we select function/variable, this feature is available in almost all IDEs, Web Browsers, Text editors... Hopefully you'll consider to add this feature together with line numbers.
    - Also, it will be great if you add a small cross button on the SI3 tab to be able to close a tabs more quickly and don't have to right click -> Close Tabe every time.

    Thanks
     
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