Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

UnIDE - A Code Editor Integrated Into Unity [RELEASED]

Discussion in 'Assets and Asset Store' started by CorruptScanline, Dec 28, 2012.

  1. Oksana-Iashchuk

    Oksana-Iashchuk

    Joined:
    Sep 10, 2012
    Posts:
    126
    LOL
     
  2. RazorCut

    RazorCut

    Joined:
    May 7, 2009
    Posts:
    393
    Yes, you seemed to have fixed the threading issues because I don't seem to see any slowdowns with these latests updates. You also fixed that darn ESC key leaving an invisible character. Thanks a ton for these fixes.
     
  3. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    I have created a 30 day trial version. It has all the features of the full version but will expire after 30 days.

    Download 30 Day Trial
     
    Last edited: Feb 1, 2013
  4. Antares19

    Antares19

    Joined:
    Mar 1, 2012
    Posts:
    9
    I've installed the trial version (the package), but cant find how to start it.
    Is it should be somwhere in the main menu?
     
  5. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    Hey Kurt,

    Would it ever be possible to have a hotkey editor in the future (would be willing to wait all bugs and such are ironed out and you can focus on feature requests)? Or is this already possible?
     
  6. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    It should be in the Window dropdown menu.

    Most of the hotkeys arent exposed right now. Ideally I would put these in a file as text values and deserialize them to keycodes on startup I guess. At the very least I should move most of them to an exposed file.

    You could override what a hotkey does by making a plugin and then in OnPreTextEditorGUI() watch for the keydown event and then Use() the event when it happens so then the hotkey handling code in UnIDE would ignore it, but thats pretty hacky.


    Also version 1.06 is available on the Asset Store.
     
    Last edited: Feb 1, 2013
  7. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    Would love to have a hotkeys file of some sort (an interface to edit them can be optional, in my opinion). Also great to see all of the OSX fixes that have come through recently.
     
  8. Antares19

    Antares19

    Joined:
    Mar 1, 2012
    Posts:
    9
    Thanks. I've found source of this problem.
    On the moment of installation there was some errors in _my_ scripts (shown in the console), this somehow blocked UnIDE form adding to the main menu.
    I temportary commented my erroneous code, and UnIDE immediately appeared in the menu.
     
  9. Antares19

    Antares19

    Joined:
    Mar 1, 2012
    Posts:
    9
    Just tried UnIDE, thats a great code editor!

    *feature request* But to work effectevly, I need some more advanced code completition.

    1) With constuctors, like this: new OnNextSlideEvent(){FileName="ff", ShowTime=3}; http://clip2net.com/s/2MDLq
    2) With generics: Messenger<string, float>.AddListener("OnNextSlide", OnNextSlide); http://clip2net.com/s/2MDMj

    (see sreenshots for expample) It whould be great if it possible to add this feature in future versions.
     
  10. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Yeah it needs to be able to compile the entry point EditorWindow.

    I should be able to add these cases.
     
  11. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    Small work-flow related feature request:

    When opening the Find/Replace dialog with Ctrl+F and entering in some text into the Find dialog box, I would love if hitting enter would perform the "Find next" command, without needing to click the button or press F3 (which is a bit annoying on my MacBook). I use it extensively along with "Go to declaration" to get my way around code.

    Edit: Just realized Find and Replace is implemented as a plugin, so I did this myself with 3 lines of code. Awesome!

    Is there a goto line (Ctrl/Cmd+L) feature planned?
     
  12. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    I will be sure to make pressing enter do Find Next. For goto line would you expect a small text box would appear at your cursor with focus and as you type it focuses on the line typed in, then goes away when you press enter, escape or click somewhere?


    I have implemented realtime syntax error highlighting:
     
    Last edited: Feb 5, 2013
  13. Mistale

    Mistale

    Joined:
    Apr 18, 2012
    Posts:
    173
    Love the editor, keep up the good work!

    I have one small problem... I may be dumb, but upon trying the trial version out I found no way of writing { or } in the editor.
    I have s swedish locale and use Alt Gr + 7 for { and Alt Gr + 0 for }.

    There's possibly more characters that would cause problems, I haven't tried everthing yet.
     
  14. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    Awesome job on the syntax highlighting!

    For goto line, that interface sounds great. As long as I can hit:

    Code (csharp):
    1. Ctrl/Cmd+L, 8, 7, Enter
    and end up at line 87 (or not, if the line doesn't exist), that will work well. Changing lines as I type is a bonus, and also sounds like a good idea. Maybe the box can turn red if the line doesn't exist?

    Also, is there a way to make double clicking a script name (the object field at the top of every MonoBehaviour) from the inspector open in UnIDE, similar to clicking in the project window? Also, when opening a file from the project window, is there a way to focus the UnIDE window to the foreground (for example, when it's docked in the background)? I know Unity doesn't make this particularly easy, as it expects an external editor.
     
    Last edited: Feb 5, 2013
  15. blockimperium

    blockimperium

    Joined:
    Jan 21, 2008
    Posts:
    452
    Borrow a feature from IntelliJ (the king of editors)....

    If I have a type AndroidJavaObject and I start entering the variable name - give me a suggestion "androidJavaObject". Or if I have a type GameObject, give me a suggestion "gameObject". Essentially give me a camel case for the type for the variable name. It is such a timesaver (and code quality improver) for Java projects to an extent I can't express in words.
     
  16. blockimperium

    blockimperium

    Joined:
    Jan 21, 2008
    Posts:
    452
  17. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Thanks I will look into this. I assume you can type these characters normally into standard unity text fields?

    I dont think its really possible to allow double clicks from components on the inspector, however I'm pretty sure I can allow you to drag/drop from the component in the inspector into UnIDE. I think focusing the editor on double clicking something should be possible, I just forgot to do that.

    So to make sure I understand, you mean if you are declaring a variable you want to see the camel cased version of the type name in the completion list initially after pressing spacebar (after typing the type name), as well as when you start typing? Similar to how currently when you type a space after "= new" you get a suggestion for the type of the identifier you are assigning to?

    I believe this is primarily an issue with this particular paste. It contains nonstandard quote characters. I tried pasting this into visual studio and those nonstandard characters are not auto converted to standard quotes so the code is invalid, although converting these types of characters would be a good idea.
     
    Last edited: Feb 6, 2013
  18. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    I think what gregory is talking about is the Find File / Class features, here's an example: http://www.screencast.com/t/8qnjwvzh7XZ

    So basically, it is a case sensitive substring search that allows you to quickly narrow down a search for a file/class. I'd say if you could implement this just on a file level alone that would be awesome. Sublime and MonoDevelop have this as well now afaik.
     
  19. Mistale

    Mistale

    Joined:
    Apr 18, 2012
    Posts:
    173
    I can type them into GUI.Textfield's and strings in inspectors without problem.
     
  20. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    With all of the fixes you've put through, I've finally ditched MonoDevelop altogether and use this as my primary IDE.

    Some more small feature requests - these are pretty low on the priority list IMO, and I might be able to get to implementing some of them myself as plugins (would be happy to share the code). Figured I'd just list them out though to check and see what's on your radar.

    1. Shift + Tab to decrease indent on a line
    2. Some missing literal suffix highlighting: U/u (unsigned int), UL/ul (unsigned long), m/M (decimal)
    3. String literals aren't highlighted properly when newlines are introduced
    4. A shortcut/menu item to revert a file (with confirmation). Basically would be the same as closing/discarding and reopening a file.
    5. Simply a convenience issue, but opening the UnIDE window can automatically try to dock next to the Scene/Game view on a default layout (can supply the code for this if you're interested in including it)
    6. A shortcut/menu item to create a new C#/JS/Boo file under the selected folder. As a bonus, if it used Unity's templates (can be found under the Editor's folder on Windows, in the app bundle on OSX)
    7. Right click to include using statements for classes you reference but haven't included the namespace to (giving multiple choices if there are multiple options)
    8. Global Find/Replace - All open files, selected directory, whole project
    9. General refactoring ability - renaming classes, properties, methods, and variables in files. Since you're working within Unity, you can do some REALLY cool stuff here, like preserving inspector properties (the user would need to save their current scene first), and renaming files + meta files.
    10. Switch statements don't auto-indent "properly" (this is subjective):
      Code (csharp):
      1.  
      2.         // This is the desired intendation
      3.         switch(something)
      4.         {
      5.         case 1:
      6.             return 1 + 1;
      7.         case 2:
      8.             return 2 + 2;
      9.         case 3:
      10.             return 3 + 3;
      11.         default:
      12.             return null;
      13.         }
      14.  
      15.         // This is what happens
      16.         switch(something)
      17.         {
      18.             case 1:
      19.             return 1 + 1;
      20.             case 2:
      21.             return 2 + 2;
      22.             case 3:
      23.             return 3 + 3;
      24.             default:
      25.             return null;
      26.         }
      27.  

    EDIT: I've also been getting this warning occasionally on OSX:

    Code (csharp):
    1.  
    2. The referenced script on this Behaviour is missing!
    3. UnityEditor.AssetDatabase:DeleteAsset(String)
    4. UIDEEditor:CloseTextEditor(UIDETextEditor, Boolean, Boolean)
    5. UIDEEditor:OnCloseWindow()
    6. UIDEEditorWindow:OnDestroy() (at Assets/UnIDE/Editor/EditorCore/UIDEEditorWindow.cs:116)
    7. UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)
    8.  
     
    Last edited: Feb 9, 2013
  21. GeneBox

    GeneBox

    Joined:
    Nov 15, 2012
    Posts:
    480
    Hats off sir, this is what I've needed all along!
     
  22. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Thanks these are good suggestions. Shift+tab does decrease indent, but only if you have multiple lines selected. I just changed this so it works when you have no selection or a single line selection too.

    I also added rules for the switch/case formatting.
     
  23. Toa

    Toa

    Joined:
    Dec 11, 2012
    Posts:
    3
    Hey,

    I have the same problem with the writing of braces {...} and a german keyboard layout. The Key ALTGR Changes in Unity between the eye and navigate tool. Is there any hotfix available? regards.
     
  24. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    I need to try using an invisible TextArea to catch most of the keyboard input (again), which should fix this. Its kinda hacky, but I dont see any other reasonable way to get the actual character input.


    For anyone who hasn't noticed, UnIDE is 50% off in an Asset Store sale right now, for the next 15 hours.
     
  25. Javy

    Javy

    Joined:
    Mar 18, 2012
    Posts:
    20
    Just bought the UnIDE, MonoDevelop was driving me crazy.

    I have a few requests (some were mentioned already, so I'm adding my votes here).

    On a Mac, it's common for the following key combinations while editing text:
    Command Left/Right will jump to beginning / end of lines
    Option Left/Right will jump to the beginning / end of words
    Control Left/Right will jump to the next part of a camel case change in a word

    Code snippets / templates. Being able to setup formatting that matches what everyone else is using makes reading code much better.

    Camel case choices immediately after a type is created, e.g., "Vector3 vector3"


    I also have a couple questions:

    In the UnIDE window, is there any way to remove the UnIDE folder (or any specific folder) so it doesn't add it's own script files to the list on the left?

    I can indent text by highlighting it and pressing tab, but I can't seem to move the text back with any combination of tab (+ command, control, option or shift). How do I move the selected text left?
     
  26. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    The first 2 exist but right now their binds are inversed. I guess I should switch them.

    Folder exclusions is a good idea, but currently doesn't exist.
    Shift+tab only works if you have a multi line selection. I have changed this so it will work with no selection or single line selection, so that will be available in the next version.
     
  27. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Version 1.07 is now available. Here are the changes:

    • Fixed issue with non-US keyboard inputs.
    • Added realtime syntax error highlighting feature. (windows only)
    • Shift+Tab now works where there is no selection, or just a single line selection.
    • Added some intention rules for switch/case statements.
    • Adjusted keyword highlighting style to be easier to differentiate between text selection.
    • And many smaller changes and tweaks.
     
  28. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,181
    Awesome! =D

    A small feature request - can we have additional custom folders to put plugins/fonts/etc in? Maybe something the user can specify and stored in EditorPrefs (blank by default) - if the folder exists, then pull from there in addition to the default folders. That way it'll make updates from the Asset Store easier.
     
  29. Tor-Vestergaard

    Tor-Vestergaard

    Joined:
    Mar 20, 2013
    Posts:
    182
    Hi, I've been trying out the trial version today and so far it seems really neat and I am considering buying it. I did however just begin running into this error, a few minutes into my test run:

    The error repeats constantly, completely swamping my debug log. Closing and reopening the UnIDE window removes the error and I have so far been unable to reproduce it.

    So far, I have done nothing but experimenting a bit with common stuff like opening/closing files, commenting, undo/redo, search, writing some garbage test code, playing around with the window, etc. Just getting a feel for the thing.

    As for feedback so far, is it possible to add the goto-line feature when you double-click an entry in the Debug log, so it goes to the line where the error in question occurs in UnIDE? I understand if this isn't possible - it would just be awesome if it were and I didn't see it mentioned elsewhere in the thread.

    Also, if you add proper highlighting and intellisense support for Boo, I will worship the ground where you walk and yell loudly about this to all of my friends. That would make this hands-down not just a good tool for writing code for Unity, but THE tool, with better features than literally any other IDE I've been able to find. So far, the general support for Boo (which is otherwise a wonderful, cool language) in various IDEs has really not impressed me.

    Edit: Okay, I've managed to reproduce the error. In fact, I can barely even shake it now. All I have to do is open any script, write a line of code that causes an error (just a random letter anywhere does it), and the error begins occurring. The only way to get rid of it is to close the script in question and open it again.

    Also, I'm running the latest build of Unity (4.1.0f4). And the Alt Gr+7 for '{' and Alt Gr +0 for '}' are not working (I'm using a Danish keyboard), but since you state that it's been fixed, I'm assuming this is because the trial hasn't yet been updated to the latest version of UnIDE?

    Edit 2: And I notice now that the feature I requested above, with the Debug console going to the line in question on double-click, is supposed to be there already! My apologies. Well, it didn't seem to be working for me, is all I can say, since MonoDevelop booted right up when I clicked the error. Perhaps it's related to the error I'm getting?
     
    Last edited: Mar 20, 2013
  30. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,084
    hi kurtloeffler,
    While using UnIDE, sometimes Unity just crashes. This did happen in the past and does happen still after couple of patches you've made. I cant reproduce anything. It just does :)
     
  31. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Yeah thats a good idea.

    They seem to have changed some of the ConsoleWindow stuff in 4.1. I have fixed this and will upload a new version soon, but in the mean time you can replace the contents of UnIDE/Editor/Plugins/ErrorTracking/ErrorTracking.cs with this:
    http://pastebin.com/Tmn5m9Kb

    And if you find any problems with this fix be sure to post them, because I havent tested it very much yet.

    I think I'm going to implement stack trace navigation and then submit a new version.

    And yes, the Alt Gr stuff has not been put into the trial yet.

    The feature about double clicking to open scripts only applies to double clicking Project window. Unfortunately there is no good way to override double clicks in the console window. Instead (with the fixed ErrorTracking.cs) you can just select the console entry and then there is a button inside the UnIDE window which allows you to navigate to the error.

    If you are using the dynamic syntax error highlighting (turned off by default), then try turning that off, there may be a bug with it. If not then I'm not sure what the problem could be. I have not experienced any crashing during normal use.
     
  32. Toa

    Toa

    Joined:
    Dec 11, 2012
    Posts:
    3
    Hey, I would love to have additional to the right click close a close all and close all but this. Is this possible :) ?
     
  33. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,084
    Ok no problems anymore with random crashes. Dunno. By the way I also had that ErrorTracking issue. Replaced code and all fine.

    Could you please consider 2 things for any of your future updates. I really miss them and I think we all do :p

    1) CTRL+[, CTRL+] Intend whole line or all selected lines left and right
    2) Auto bracketing or however this is called :p, meaning when we input (, a ) is added automaticaly (same goes for [ , { , " )

    Thanks a lot for your work.

    For version 10 you could think about exploiting the fact that UnIDE is integrated. One example that comes in mind is show values of variables on hover if in play mode etc...uh..I overstepped :)

    cheers
     
  34. SurfaceTension

    SurfaceTension

    Joined:
    Jul 28, 2012
    Posts:
    20
    I tried firing up the trial version of UnIDE for the second time today (first time was about a week ago). I was a bit surprised when I got the activation prompt again, since I assumed a one-time activation would be enough. Anyway, upon clicking the "Activate trial period" button, I get an error message in the console, starting with this:

    "SecurityException: Unexpected error while trying to call method_GetSecurityPolicyBlocking : System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Net.WebException: The remote server returned an error: (404) Not Found."

    ...so I guess the server is down?
     
  35. SinisterMephisto

    SinisterMephisto

    Joined:
    Feb 18, 2011
    Posts:
    178
    Debug stepping and i am sold.
     
  36. ashwinFEC

    ashwinFEC

    Joined:
    May 19, 2013
    Posts:
    48
    ^ this. I work with a magic trackpad and it does not have a middle click. It gets quite annoying to close a whole bunch of tabs.
     
  37. AVividLight

    AVividLight

    Joined:
    Jan 8, 2010
    Posts:
    117
    This looks very nice, and I'm very strongly considering purchasing. The one question I have is: does this support code folding? I see in the trial that it's not done, but I'm thinking that the trial may not be totally up to date. If code folding is not done, is that something that should be finished in the near future?

    Thanks - Gibson
     
  38. jaeger

    jaeger

    Joined:
    Jul 24, 2009
    Posts:
    4
    I asked this in Email a couple weeks ago. I'd love to know. Code folding would likely get me to pull the trigger on buying this. The demo was quite nice.
     
  39. Evan Stallings

    Evan Stallings

    Joined:
    Jul 10, 2013
    Posts:
    40
    I got the demo and am loving it, but I have one question: I can only use UnIDE in one project with the demo. Other projects that I try to use it on say I need to activate the trial, and then it says I am already on trial, but I still cannot use it. I'm just making sure that the full version works with all projects (probably does, but I must ask before buying).

    Thanks.
    That's what I just asked about too. Not sure, we have slightly different issues: I just simply cannot use it with other projects, only one... Hmm, don't want to buy until I know that is supposed to happen. Let me know if you find out.
     
    Last edited: Jul 23, 2013
  40. Archania

    Archania

    Joined:
    Aug 27, 2010
    Posts:
    1,662
    Did you purchase through the asset store? If so make sure you are logged in and it should be there when you open the asset store window and select the 4th icon from the left at the top. Should bring up all the assets you have bought from the asset store.
     
  41. Evan Stallings

    Evan Stallings

    Joined:
    Jul 10, 2013
    Posts:
    40
    Archania: Thanks, it actually appeared... after about an hour! Scared me though!
     
    Last edited: Jul 29, 2013
  42. neveranyend

    neveranyend

    Joined:
    Aug 2, 2013
    Posts:
    1
    First of all, great plugin. Much nicer to use than mono develop. Used it for an hour and bought it.

    My biggest feature request would be having a way to set my own key bindings. I work on a mac, and would like to be able to use option+arrow to move around words, command+arrow to jump to start/end of line. (Normally I use vim, but that's probably pushing it at this point in development, setting up some emacs key bindings would be good enough :D)

    It would also be great to be able to use some other fonts, maybe even have access to system fonts.
     
  43. radimoto

    radimoto

    Joined:
    Aug 23, 2012
    Posts:
    257
    Is UniIDE still under development? Will there by any future updates to improve stability, highlighting and copy/paste in Mac OS X?
     
  44. AVividLight

    AVividLight

    Joined:
    Jan 8, 2010
    Posts:
    117
    I would also like to know this, with the inclusion of code folding.
     
    Last edited: Nov 2, 2013
  45. The-Spaniard

    The-Spaniard

    Joined:
    Jan 7, 2012
    Posts:
    149
    Just been trying the trial version for a few days - I'm really enjoying it, so much better than monodevelop! (and copy and paste works, something that Monodevelop 4.0.1 broke....) The code completion is significantly better too, especially for javascript.

    There is one problem though - which is much more important if you only have one (smallish) monitor to work on, like my laptop. That is that upon going from the UnIDE tab maximised back to normal view takes a long time, and seems to cause re-importing the opened scripts, and causes the "trial period window" to re-open.

    In the same vein, could you implement the shortcut to maximize/un-maximise unity tabs please? (that is "Shift+Space" in 4.3) Currently, using that shortcut whilst focused on the text editor inserts a space.

    Also, are you planning a "replace all" button in the find and replace box?

    Whilst on the subject of requests, I have a few suggestions:
    - an option for "word wrap" in the text editor would be great, and also help for small monitors.
    - zooming with the scroll wheel (Ctrl+Scroll)
    - maybe a mini-map view when moving up and down the code, to help navigate large scripts. (http://blog.quplo.com/wp-content/uploads/2010/05/sublime-minimap.png)
    - reposition (or as an option) the find-replace box to the upper right hand corner, which would block out less text. Also, make it take up less space for example: find next/previous with smaller buttons (up/down arrows rather than text?) and make the text fields smaller by default, maybe expanding with their content? Make the "replace" function appear only when needed via a button?
    - more colour themes, and maybe a menu to customize them? (just picking colours and stuff)

    Thanks though! Great work :)
     
  46. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,593
    Just bought this, its well overdue that I have something decent like this to write my code in, not experimented much but I have tracked this for a long while (it got a semi plug at unite too).. my main question is are there documents for the plugin system? im interested in making some plugins, thanks.

    edit: been playing it with it, very nice! but it doesnt seem to bring up the methods on my own objects, only the built in unity ones, any ideas? And where is settings, cant find it anywhere!..
     
    Last edited: Jan 25, 2014
  47. Eezo

    Eezo

    Joined:
    Mar 8, 2012
    Posts:
    19
    Is anyone else having trouble getting this to work on Unity 4.3? I receive the following error when attempting to activate the trial:

    ArgumentException: length
    System.Array.Copy (System.Array sourceArray, Int32 sourceIndex, System.Array destinationArray, Int32 destinationIndex, Int32 length) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System/Array.cs:971)
    System.Net.NetworkInformation.MacOsNetworkInterface.ImplGetAllNetworkInterfaces ()
    System.Net.NetworkInformation.NetworkInterface.GetAllNetworkInterfaces ()
    UnityEditor.EditorWindow:BeginWindows()
    UIDEEditorWindow:OnGUI() (at Assets/UnIDE/Editor/EditorCore/UIDEEditorWindow.cs:204)
    UnityEditor.DockArea:OnGUI()
     
  48. toru_inoue

    toru_inoue

    Joined:
    Aug 7, 2013
    Posts:
    8
    Is the 30 days trial version broken?

    Assets/UnIDE/Editor/Plugins/ErrorTracking/ErrorTracking.cs(370,37): error CS0234: The type or namespace name `ListViewState' does not exist in the namespace `UnityEditor'. Are you missing an assembly reference?

    occurs in Unity 4.3.4.

    Someone encountered same problem.
    http://www.unitymanual.com/thread-13594-1-1.html