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Utilities Script Inspector 3

Discussion in 'Tools In Progress' started by Flipbookee, Aug 10, 2013.

  1. mcmorry

    mcmorry

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    @Flipbookee I think I may have found a small bug.
    The Ctrl/Cmd + Z command accumulates hits when you use it more times and there is nothing to undo. So I have to hit Ctrl/Cmd + Shift + Z the some amount of times before to see some changes.
    I hope it makes sense :confused:
     
  2. Flipbookee

    Flipbookee

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    @mcmorry Was that after using Replace maybe? Replace is the only operation currently that can change the buffer without changing the position of the cursor, so then the undo buffer records the changes and cursor movement but in this case the recorded cursor movements is zero, so undoing and redoing that change may make no visible changes if the affected text regions are outside of the view.

    Cursor position doesn't change for Replace because there might be more than one places that will change at the same time, so instead of jumping to only one of them I though it's maybe better to keep the cursor where it was... But let me know if this was not related to a Replace!
     
  3. mcmorry

    mcmorry

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    I just opened a file, typed a few random lines, and then did Ctrl+Z more times then needed. For example 3 times would undo every changes but I did 7 times. Then to do redo all the changes I had to do Ctrl+Shift+Z 7 time instead of 3.
     
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  4. Flipbookee

    Flipbookee

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    Hmm, interesting... I'll check this ASAP!
     
  5. nirleka

    nirleka

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    It could be nice if ScriptEditor 3 can have option to choose between space/tab as indentation character (e.g. if choose space, it will force / covert indent to space).
    Also, it will be super convenience if it have number of character in indentation in the option.
    I think that features is basic requirement in coding editor (like sublime text, visual studio, etc).
    Without that features, our team code is not displayed correctly in Github Code viewer.

    Please, could you mind to implement that features Flipbookee?
    Further more, it's also convenience if there is an option to displaying indent ruler in the code.

    To force coding standard more, maybe you can implement coding standard configuration like in visual studio.
    something like this https://msdn.microsoft.com/en-us/library/03864tbz.aspx

    Anyway, thank you for this super useful plugins! :)
     
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  6. Flipbookee

    Flipbookee

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    Well, there are ways to adjust tab width in github. See this answers and the next one just below that:
    http://stackoverflow.com/a/23522945/673852

    I'd guess that only works with tabs and once you convert tabs to spaces adjusting the tab size will have no effect. That's why I consider converting tabs to spaces is a very evil option - it may make the code more readable to you but at the same time unreadable for some other people. Tabs are much more superior because their size can be changed at any time... Although this is just another topic for a flame war ;)

    In VS 2015 the default is to convert tabs to spaces, and whenever I change that to be off it changes back and it turns on by itself. :mad:

    Anyway, if you prefer spaces instead of tabs I think you should be given the option (even though I wouldn't like to work with that code then :p), so yeah, I'll add the option! Also the option to change the tab size, that one is a must.

    What do you exactly mean? The vertical lines that connect beginnings with the ends of code blocks?

    Yeah, code formating has been suggested and some people are eagerly waiting for that feature. Once Rename refactoring is done I can start looking at that and other missing features :)

    :D
     
  7. inventor2010

    inventor2010

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    Would just like to add to that: A button to convert the file to your default tab setting, even if you do nothing else, or just do it automatically and don't save until more changes are made.

    And an option for new line endings as well. - Perhaps that's bad practice with Unity? But, between Unity, VS, and various source control settings, a line ending setting would be good.
     
    Last edited: Dec 14, 2015
    Flipbookee likes this.
  8. mcmorry

    mcmorry

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    I would add a tool to convert the file to the chosen line ending. Sometime I open on OSX a script received by a windows developer and unity complains about line ending, suggesting to convert it.
     
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  9. Flipbookee

    Flipbookee

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    @mcmorry, Unity only complains if the line endings are mixed. This is because all the external editors don't know or don't care that you will be using the script in Unity, so they all just mix the line endings up to show you how awesome Si3 is :p hehe. Si3 "knows" you work with Unity scripts so it always fixes the line endings for you, even though you don't see that. That's why Si3 users may have forgotten about the existence of that silly warning ;)

    Next time you see the warning you can easily fix it by opening it in Si3, insert a space and delete it, then save the script :cool: - warning's gone :D
     
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  10. Flipbookee

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    Can Unity auto-convert mixed line endings now?
     
  11. mcmorry

    mcmorry

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    Not that I know. Unity was suggesting to use an external editor. But the warning appears only one time. I don't know why. I didn't try to reimport the file. Next time it happens I'll check. It could also be that I was editing it with Si3 and it fixed it ;)
     
  12. Flipbookee

    Flipbookee

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    Ah yes, if that's smart enough to turn spaces back to tabs it will be my favorite option! :D
    So far it was automatic, Si3 just keeps the line ending of the first line end mark in any file. It also makes sure shaders are always saved with that only one supported format regardless of what were the line endings in the file originally. This was fixing incompatible line endings to comply with the "requirements" (the bug, if you ask me) of Unity's shader compiler. I don't know if Unity has fixed that or not.

    Are there any other external tools with such requirements, a.k.a. bugs?
     
  13. nirleka

    nirleka

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    Never know about github .editorconfig thank you for the link.
    I am more fond of space than tab since i have bad experience with tab when coding python lol.
    My superior also decided to use space for indentation in the project (what a tyrant :rolleyes:).
    Anyway, thank you for implementing space / tab as indentation feature.


    I mean line like this:

    Since that line is default setting in sublime text, notepad++, or any code editor i used,
    i kind miss that line when code in script inspector (I even use plugin in visual studio to display that line :p)
    It just suggestion, feel free to reject it if you find it not useful or hard to implement.
     
    Last edited: Dec 15, 2015
  14. Flipbookee

    Flipbookee

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  15. Flipbookee

    Flipbookee

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    It will be great if someone can explain to me what is the benefit of using spaces instead of tabs, because I don't really see any except maybe for displaying the code in external tools that have their own odd tab sizes. Other than that I always find editing code with spaces to be painful.

    I wonder would it maybe make sense to get the files auto-converted to tabs on open, and auto-converted back to spaces on save? Or maybe even the other way around?
     
  16. inventor2010

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    There is none! :p

    Thats why it would be great if SI could understand the conversion, to get tabs back! :D
     
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  17. Flipbookee

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    Hehe, yes! :) But still, there are spaces-over-tabs evangelists, so they must know something, but we don't get it and I'd really like to know what's that. :rolleyes:

    The only thing I could imagine is aligning the equals signs in a block of assignment statements - tabs don't work nicely with that... Is there anything else?
     
  18. inventor2010

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    This here is what you're starting! :p - I'm usually all for not assuming someone else doesn't know something because you disagree with them. But this is preference, all it is.

    All I know, is I want an easy way of getting rid of spaces, changing the line ending's, and really, *really*, just changing individual settings on the auto formatter as a whole (and an easy way to call 'auto format whole document'). - But that's probably a bit more out there...
     
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  19. Flipbookee

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    That was a funny read! And I didn't find any meaningful argument for using spaces other than that some people want to enforce everyone else to use their prefered indentation size. Kind of similar as "you'll have to use font size 11 and nothing else"! :p

    So yeah, let's fix this issue once and forever and for all - auto-convert options on Open and Save will save the world. :D Maybe also on Copy and Paste?
     
  20. inventor2010

    inventor2010

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    Thumbs up for copy and paste! - Maybye it's just internet explorer ( : puke : - too lazy to figure out work's proxy settings:p) but line numbers from forms and such also get copied in, so anything to clean on paste is a plus in my book. :D
     
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  21. Flipbookee

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    Hey folks, Unity 4.7.0 was released today and since Si3 didn't compile in it I had to release a quick update... This version doesn't include everything I wanted to add, but at least one of those features is in it. :cool: Feel free to try this out as I'm looking forward to your feedback! :)

    Script Inspector 3, version 3.0.11
    got just released :cool:

    New in version 3.0.11:
    - Updated for compatibility with Unity 4.7.0
    - Auto-expanding /// as XMLDoc comments
    - Fixed resolving of destructors and showing them in breadcrumbs
    - Fixed resolving generic method overloads which was breaking the parameter hints - thanks @Sarper Soher
    - Fixed Results windows after maximizing and restoring a tab - thanks @Sarper Soher
     
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  22. nirleka

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    Ups sorry for late reply this is the images https://www.dropbox.com/s/qjcx34o5q5u5sbj/line code.PNG
    Never know dropbox forbid hot linking, sorry my bad.

    Well with space the code can be displayed correctly in every editor / email / web browser or any other text tool without tab size configuration. For convenience and the sake of consistency i guess.

    With pressing tab convert to space, there is hardly any difference behavior between space and tab character.

    Anyway, every project, team, or company have their own coding standard.
    Be it indentation, space, curly bracket, etc. so the tool need to flexible to satisfy that requirement.
    Let the users choose their preference ;)
     
  23. Flipbookee

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    @nirleka, yes I see what you mean! I'll add those lines :)

    I had no time to add tabs<->spaces conversions in this release, so I hope there will be something in the next one! ;)
     
  24. mcmorry

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    I just got this in log after recompilation and going into play mode:
    Si3 is working fine anyway.
    Unity 5.2.2p4, on Mac
     
  25. Flipbookee

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    Thanks @mcmorry! I'll check the code, I may have missed something... Are you using the latest Si3?
     
  26. mcmorry

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    Not yet. The one before. Sorry, didn't updated it yet. I'll try asap and report.
     
  27. Flipbookee

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    I just checked the change log, there was one related fix in 3.0.9, so I guess you have that at least. So maybe there's still something else I may have missed. I'll check!
     
    Last edited: Dec 27, 2015
  28. mcmorry

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    I have 3.0.10. After restarting unity the error disappeared. So I suppose it's hard to check it :(
     
  29. Flipbookee

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    @mcmorry yeah, it's really hard to repro that. The manager class is a singleton and it will complain if more than one instance is found, just for me to know that something went wrong. The addition instance then gets destroyed and everything should work fine, but I still have to investigate and find out why there were two instances.

    The instance of the manager class is serialized by Unity because it holds important info for Si3's internal data. The only way two instances can appear is during serialization, if another instance finishes loading before the manager instance had loaded and then as a response to some event the loaded instance requests the manager, a new instance will be created that will exist temporarily.

    So I have to check again the order of events and serialization... Thanks for the report!
     
  30. mcmorry

    mcmorry

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    Now that you say about serialization. Yesterday it happened that buy mistake I downloaded a new asset from the store while the game was in play mode (probably paused) and Unity gave an error while trying to unpack it. Maybe that could have caused some wrong Unity event calls.
     
  31. Flipbookee

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    Oh, that's an excellent tip! I'll try something like that. Thanks man! :)
     
  32. schplurg

    schplurg

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    This happened again...

    Exactly as mentioned above. SI wouldn't appear so I started using the built in script editor. After a couple of saves SI3 suddenly appeared as a tab and in the "windows" menu. Very strange.

    I made a new empty project and imported SI3 with no problem. Unity 4.6.4, Mavericks. Just thought I'd let you know.
     
  33. Flipbookee

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    @schplurg That sounds like there were compile errors when you opened the project. Unity doesn't load and it doesn't run the scripts if there are compile errors right after opening a project, simply because it cannot do that. Once compile errors are fixed, all scripts start running including Si3...

    To avoid this you'll have to always make sure there are no script errors before closing a project. Also, if you are using version control you should open the project in Unity before updating the project from it. This is just a prevention in case if the scripts taken from version control don't compile with your local changes, so Si3 will keep running and then you can fix the errors.

    Another way to solve this issue would be if Si3 comes in compiled form, then even if there are compile errors initially when a project is opened Si3 will still run. The only drawback of that solution is that you will not have the flexibility to modify its source code anymore, which in my opinion is a bigger issue than the one we would solve...

    Anyway, if this happens again, can you please check are there any compile errors in the log?
     
  34. castor76

    castor76

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    Just started using Si3 and...

    1. It would be nice if usual mouse back button can also go back to the previous location I have jumped by using F12 command.

    2. I can't double click on the errors like : "The same field name is serialized multiple times in the class or it's parent class." to find / open the file to correct the error;

    Any thoughts?
     
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  35. Flipbookee

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    Hi @castor76 and thanks! :)

    I agree 100% about that, back and forward mouse buttons should do that. Unfortunately Unity doesn't offer any way to handle those events and that's the only reason why Si3 still can respond to them. A hack similar to how Ctrl+S is handled should also be doable for handling additional mouse buttons. I have looked at that already and so far I've found it needs to be done in two different ways for Windows 7 and Windows 8. I'm still not sure how would that be done on OS X. Does anyone know maybe?

    Anyway, Alt+Left arrow does the same thing. The back button in the code navigation toolbar also does that... But I know this might not be equally convenient for everyone, so handling back and forward mouse buttons is mandatory!

    I've never seen those errors, but I'll check what is that! Is there any easy way to make that happen?

    Si3 jumps to source code only if a log entry contains info about script file and a line in it, so I guess this log entry doesn't contain such info. That's either because the error would have to be linked to multiple locations (Unity's log system supports only one) or because the source of the error is unknown at the time when the error is reported. In both cases it would be difficult for Si3 to find the location, I suspect... But I'll give it a try and see if I can do something about that ;)

    Thanks for the great suggestions and please let me know if you come up with more cool ideas! :cool:
     
  36. Victor_Kallai

    Victor_Kallai

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    @Flipbookee Happy new year!
    I wanted to suggest something like the feature you mentioned; it would be nice to have Shift + F12 - back to the previous location. Cheers!
     
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  37. castor76

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    I see!

    Excellent respond.

    Yeah, the error doesn't contain the line number,

    Easy way to reproduce is :

    have a class with variable say

    protected string blah;

    And have another class derived from the first class and have the same

    public string blah;

    I know this is obvious error, but it would be nice if it can open the file and track the variable in the question. ( the error does contain the variable name)
     
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  38. Flipbookee

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    @castor76, I haven't checked that yet, but yeah, If the variable name is there already then I can easily list the conflicting occurrences in a Results window similar to Find All References :D

    @Victor_Kallai Shift+F12 is, I think, Find All References... But, you just gave me an amazing idea - after F12 jumps to a definition and the cursor is still there, then the next F12 can simply go back to the previous cursor location! :) I think this will be a tiny but very effective feature :cool:
     
  39. castor76

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    When I use, find all reference. It displays all the non related text of the same name.

    For example :

    when I look for Init function lin myscript.Init() ,

    It displays Init keywords that is in the #region Init

    Which is completely not related at all.
     
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  40. Flipbookee

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    @castor76, I see, that's wrong... Great find! I'll fix it...

    I just came back from a trip, so all the reported bugs since 3.0.11 will be fixed in 3.0.12 in a day or two! Stay tuned, please :)
     
  41. Flipbookee

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    Heya my friends! A small present for you ;)

    Script Inspector 3 - version 3.0.12
    is available on Asset Store now :cool:

    What's new? Well, all these:
    - Critical fix! Fixed smart semicolon crash - thanks @bocs
    - After pressing F12 to go to definition, pressing it again returns the cursor back - thanks @Victor_Kallai
    - New Shift+Delete behavior on Windows: "Cuts" the current line to clipboard unless there's nothing selected and "Copy/Cut full line if no selection" is turned off (in which case it will delete the line, same as before) - thanks @ddt2015 and @FatIgor
    - Disabled live inspection of 'mesh' and 'material' properties to avoid unintentional creation of unique instances - thanks @ElSenyor_Eduard
    - Fixed smart semicolon in lines ending with comments - thanks @jrDev
    - Fixed compile warning in FGConsole for Unity 5.4 beta
    - Fixed exception on closing Find Results window
    - Fixed resolving method declarations with syntax errors - thanks @Gorgor
    - Fixed copying full lines and then pasting them in another file - thanks @ElSenyor_Eduard
    - Fixed displaying shortcuts in context menus in Unity 5.3+ on Windows - thanks @bocs
    - Fixed finding (non) references in preprocessor directives - thanks @castor76

    Mostly bug fixes, as you can notice, with only a couple of new features, but make sure to take this update as soon as you can because it includes a critical fix for the bad bug found by @bocs (thanks man)!

    Enjoy! :D
     
  42. castor76

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    Nice one!

    I have a small suggestion.

    When I have many scripts opened, the names on the tab becomes too short to recognize what they are, especially when their names are similar in the beginning. Do you think it is possible to make the list of the script tabs to double, or possibly triple them as we need to see the full name of the script?

    Also, I am not sure if this is bug or not, but I have occasional issue where when I click on the texts in the script, it doesn't respond at all to my mouse click , unless I select something in my project or hierarchy view first and then return to the script view.

    Cheers.
     
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  43. Flipbookee

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    No. The size of tabs is hardcoded in Unity Editor to 100 pixel or less if there are too many tabs. There's no way to change that, unfortunately. The best and closes to that for me to do is this:
    TooManyTabs.gif
    There's no way to handle or to change handling of mouse clicks in that area, so if you watch closely you'll notice that wherever the mouse moves it still points to the same tab that was covering that position under the mouse pointer before the tab got expanded. This "fixes" the mouse clicking issue :cool:

    There's a lot of programming wizardry in this feature if we consider all limitations imposed by the Unity Editor. Also this is probably the most glorious hack ever done in the Editor! :p

    The feature is turned off by default - turn it on from the Preferences:
    upload_2016-1-8_6-7-3.png

    Hmm, I haven't seen that... What Unity version is that?
     
  44. castor76

    castor76

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    I am using Unity 4.6.9f1

    And About the new F12 to toggle going back and forth. I think this is a good idea, except.. even if my mouse cursor isn't at the same position over the same function it still goes back to where it was.

    What I mean is like this :

    1. Use F12 to go to definition.

    2. Click another function.

    3. Use F12 to go to definition of that different function.

    4. It still goes back where I clicked the initial F12 from.

    Is this bug. or is this intended?
     
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  45. Victor_Kallai

    Victor_Kallai

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    @Flipbookee That is why I wanted a different shortcut for back from Go To Definition. If shift + F12 is already used, can you set the back from go to def to be Alt+F12 ? There is no need to have more than 3 level history for this feature, like you press F12 on something different three times, and you can only go back three times. Let us know what you think.
     
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  46. castor76

    castor76

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    Any chance for having multiple rows of tabs? :D

    Also another find reference bug :

    Find reference on Init() function also finds :

    // Init
     
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  47. Flipbookee

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    Yes, that was a bug, sorry! I fixed it and the fix is available on Asset Store as version 3.0.12f - please update again ;)

    Thanks for finding that! :D

    I've fixed it, see my comment above! It's still F12 but only if that's the first kind of input after F12 going to a definition. Any mouse input, or Ctrl+Tab, or opening another script from the Project view or the Console should make the next F12 work as Go To Definition.

    I don't think adding another shortcut to go back would make sense as you can always use the existing one Alt+Left Arrow. Adding another level of location history wouldn't make sense either. Duplicating the Alt+Left Arrow shortcut with something you may like more is probably okay, I can do that if Alt+Left Arrow is not good enough?

    So for now F12 goes to a definition and pressing F12 again right after that goes back by simulating Alt+Left Arrow and this is one level only, of course. Once the cursor is back the next F12 can only mean go to definition again, either to the same symbol or another one if the cursor moves somewhere else. Try it, I'm pretty sure you'll like it as it is! ;) But let me know if you don't...
     
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  48. Flipbookee

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    Difficult... I'd have to re-implement all the existing functionality of the tabs to do that... Unless I come up with some more clever solution - I'll think about that!

    Well, no. I just checked, finding "references" in comments is optional and they will only be shown if the "comments" toolbar button is turned on. By default it's turned off, but the button is there to optionally show result found in commented out code or mentions of a symbol in the comments as that may be important in some cases. Of course, words in comments cannot be verified as true references, so that part work more like Find in Files with case sensitive search for whole words.

    The other case you mentioned where those words were found in #region lines was a bug, but it's fixed now :)
     
  49. Flipbookee

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    @mcmorry, thanks for bringing to my attention that ReSharper can identify hidden allocations in C# code! I installed R# again and I tried to find that feature in it, but so far I couldn't find it. I'm either blind or they have done a really good job in hiding it :p

    Do you or someone else maybe know where's that? I wanted to investigate that as it sounds like a great opportunity for powering Si3 up with something like that, eventually more specific to Unity and its older Mono runtime :)
     
  50. castor76

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    humm,...

    Ok well I "think" I did turn // comments toolbar off and it still did it. Not 100% sure but yeah.

    Also , I have just looked for reference of any class name and it displays "var" results.. but I have var toolbar option turned off. Only toolbar I have enabled is the ref.

    And it actually does not find any reference to the Class that I was looking for... This is true for all or any class.

    I am using the latest one from Asset store just to be sure.
     
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