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Discussion in 'External Tools' started by SolusHunter, May 3, 2010.
Nice themes in this update! Thank you.
Thanks for the update! The the new color scheme is great
Just so that everyone is aware. I've noticed that the Unity Scripting Reference website when using the search, doesn't work at all in Internet Explorer, the internal browser for USE is IE, so the next update I hope to swap over to the Mozilla engine instead. With this I can then get the F1 to open reference on selected command in the USE browser rather than opening an actual web browser.
IE always finds a way to annoy me
Do we have to wait the future mono 3.0 ?
i'm really interested in a Mac porting.
I have no idea about the Mono development platform. If it supports Windows .dll components then it may be possible.
i am not an Expert of Mono but it should be possible to support .dll components.
In any case i would like to start the support for this Mac porting at least with a donation.
Anyone interested? ( Unitron for me is too limited )
That would be nice. I can't remember when was the last time I used IE.
Do you know if the Script Documentation we have installed after installing Unity on our computers is exactly the same as the one in the website? If so, do you think would be possible to use that when we press F1 instead of the website? The already installed is faster...
@Al Anselmo - I don't know I'll look into it, if it's not compiled in someway I should be able to use it.
@Andrea - I've downloaded a Mono Migration tool for Visual Studio so I will see what that has to say about the potential of converting for the Mac. The downside is the mono compiler for visual studio isn't free (http://mono-tools.com/), but let's see if it is actually possible first.
+1 Vote for linking directly to the documentation on the system's hard drive. Maybe allow the path to be set in a configuration setting.
That would be great!
Just a quick report about the potential for a Mac OSX port.
I downloaded Mono Tools migration analyser tool and ran UnityScript Editor through it. It has returned:
Methods that are still missing in Mono: 1208
P/Invokes called: 302
Methods called marked with MonoTodo: 30
So according to the analyser at present Mono is no where near complete enough for me to be able to get USE running on MAC OSX.
Quick query for other users of USE please:
Can you tell me if the internal documentation path for your Unity installation is as follows:
C:\Program Files (x86)\Unity\Editor\Data\Documentation\Documentation\ScriptReference\
I think I've completed the update to use the internal documentation, and I just want to check and make sure I have the right path.
I think it depends on what OS you're using.
First, I believe that for Windows 7 and Vista users, Unity by default installs into the C:\Program Files (x86) folder, but Windows XP users will have it installed in the C:\Program Files folder.
Second, some of us (me at least) have renamed the installation folder so I can run both Unity 2.6x and Unity 3.x on the same computer. This is important for those of us who have been using Unity for a while for backwards compatibility and other reasons.
I think the best solution would be my earlier recommendation, that you have an edit field in the preferences where we can manually locate the documentation folder. That way it will work no matter what folder the docs are in.
I love this script editor is the easiest way to work with scripts i make some scripts by me self and for beginners this is the one best !
I have got it set up as a preference but I wanted to get it to try and detect the location to make things easier. Thanks for your input. The update should be ready tomorrow.
Mine is this
C:\Program Files (x86)\Unity\Editor\Data\Documentation\Documentation\ScriptReference\
Using windows 7 ultimate
UnityScript Editor 2.5.5 now available for download:
USE now uses the Unity installed documentation for the help dock. A new tab on the preferences window has been added to allow you to specify the location of the documentation. However, USE will make it's best guess when first running and should in most cases locate it properly. If the help guide comes up and displays the script reference you know it found it ok. If you get a 404 error then you will need to manual specify the path.
2.5.5 also adds ESC key that cancels Intelliprompt display, which was requested by another user.
I was hoping to add custom theme support for this version but I haven't had the time. This will be the last update until the new year, unless there is anything critical.
Thanks for this dude
Yes, very nice update. It even found my doc's folder automagically! Have a very nice holiday!
Very nice update! I love this editor.
Wow, I'm really happy to see how USE is growing in quality!
Have a great holiday.
Sorry, I forgot to report this:
- Sometimes, after clicking play in unity and going back to tweak the code in USE, USE seems like "I am loading, please wait....", and it takes a while before it become usable again.
This was happening in the previous versions too... Does it happen with anyone else, or just me?
Intel Core i5
Windows 7 Ultimate
Merry xmas everyone.
Hasn't happened to me, at least not that I've noticed. But I'm not using it all that much yet as I'm still on Unity 2.6.1 until the next 3.x release.
I think it could be that during Play mode Unity is constantly holding the error log open and so if you are trying to edit at the same time USE has trouble retrieving the information.
You could try the following out for me and see if it helps:
In USE go to preferences and check the bottom option (disable error log handling)
In Unity open up a script reloading USE
Then back in Unity enter play mode and see if USE locks up whilst your game is running.
Thanks man, this editor is a great relieve to UniScite.
The installer seems to ignore the directory I select to Install to
I have 2 directories
(obvious reason is obvious)
when i choose Unity3\ as an install location
it overwrites stuff in Unity\ and dumps a bunch of files intot he Unity3\ based path; but does not overwrite UniCiTe.exe
however it does rename UniSciTe.exe to UniSciTe.ex_ within the Unity\ folder
I deliberately made the installer as easy as possible, but it does have to make assumptions that Unity in is the default location. What I will do over the XMas break is put together a manual installer (zip) that those with a non-standard installation will be able to use to install UnityScript Editor.
I will try and get that sorted out this afternoon. Keep an eye on the forum or my USE download page for it.
@Mitch - The manual installation archive is now available for download. Please consult the readme file inside the archive for instructions.
Let me know if you have any difficulties.
Thx I was able to get things movin by just copying the correct files over to my other Unity folder right after I made my initial post; but thank you for the manual installer
Just out of curiosity... why even bother asking for an install directory if its going to install wherever it likes to anyway? That just feels like a poor installer heh - maybe prompt for "Find Unity directory" as well..? Though I'd think you could just ../../../../ and get there.
I've been looking into the installer and have made some big improvements. It will now ask you to specify the Unity folder, rather than where you want USE installed. For this I have also changed some of the installer labels so that the explain the processes more clearly.
The new installer (2.5.6) will be available in the next few days.
Others: Has anyone that was experiencing lock up when going back and forth whilst Unity was playing a game managed to see if disabling the error handling resolved the issue. I tried the other day to reproduce the lockup and I still haven't had the problem occur.
Haven't had that issue yet. I do have a request though: One is that I wish there was a hotkey for multiple line comment/uncomment.
@bigkahuna - The next update will include a keyboard shortcut for Comment Block /* .. */, at present there is no uncomment block function
The next update will also include scheme colour customisation from within the editor, this will do away with the need to manually edit the schemes, and the settings will remain between future updates.
The latest update is now available. Version 2.6 adds a whole host of goodies for you to use:
Please note, this version adds a new docking panel to the interface and because of this your current UI layout will be reset.
Added shortcut key for Comment Multiple lines
Scheme colours are now fully editable within USE>Preferences, with this the dark, grey and mline schemes have been removed. You will need to reconfigure the editor to your liking.
USE will now jump on top when a file is double clicked from within Unity.
Added prevention method to hopefully stop USE from locking up in rare occasions when going from a running game in Unity back to USE.
Added iPhone intelliprompt support files.
As always, UnityScript Editor is donationware, please consider making a donation to help keep the application alive.
Is anyone out there using UnityScript Editor on a chinese version of windows? I've had a few emails from a person using USE in china and they can't speak/type English very well and I'm having a hard time understanding what they are talking about. I believe he is ssaying that when he attempts to type words and functions in USE, via what looks like a chinese symbol converter, the input is duplicated:
so, typing function would result in functionfunction
Does anyone have any insight in this sort of thing?
Nice editor SolusHunter!
I do have a question about the way your Intelligent prompting + auto completion is working. Fx. writing: GUI.Button (Rect (10, 40, geo, 40), "Text")
The problem is when you want to write geo and then end by "," it auto complets geo to geometryUtility.
ESC don't help either only SPACE.
Is this the way you want it to be or?
The comma should cancel the intelliprompt. Sounds like a slight glitch. I'll check it out and fix it for the next update. Thanks for letting me know.
I can't get my error log tab display the script errors from my code.
Is there some kind of configuration to set manually or is it supposed to work once installed?
In the preferences make sure 'Disable error log handling' isn't ticked, then it should work. It may also fail if Unity isn't installed in the default location. If this is the case let me know and I will look at changing the location handling.
Thanks for this quick answer!
The "Disable error log handling" option is not checked and Unity is installed in the default location: "C:\Program Files\Unity" (XP SP2).
I had no problem during installation with default value.
That's odd. The last update did make a change to the error log handling, perhaps it's not working exactly as it should. I'm planning on an update this weekend so I will take a look into it further during the rest of the week.
Version 2.6.1 now available for download
- Added comma as an intelliprompt cancelling character; this fixes issues where the intelliprompt completes incorrectly whilst entering function and method parameters.
- Made some internal improvements to how the error log is handled from Unity.
I made an account for the simple fact of saying thank you.
Had one question though, is there a reason why when I save it force opens where I want to save and I have to overwrite the file every time? I understand it doing that with Save As, but CTRL-S(Save) should just automatically overwrite the file. Is there something I'm doing wrong?
Again thank you very much!
@Ho01iGaN : Not something I've seen occur. When I've used control+S to save it just saves the file silently, and no-one else has reported the problem. Perhaps your source files are marked as read-only?
Hm, not sure it makes me manually overwrite every time. How would you suggest I change it to not read-only.
I can't say for sure that's what it is. If you locate one of your files in windows, right click it, select Properties. The dialog that opens will have a tick box for read-only. Deselect that and click Apply. Then see if USE still asks to save (you may have to close and reopen).
Ahh I thought you were referring to changing the settings in USE. What you recommended fixed the issue. When I create a script inside of USE is it automatically set to read-only? Or would that be a setting I have on Windows?
It would be something Windows is doing and isn't related to USE or Unity3D. Do you have UAC enabled, or perhaps some security permissions problem. Either way unfortunately it's not something I'm going to be able to help with.
Files saved via USE or Unity shouldn't be set as read-only.
Not a problem, you've helped more than enough. I'll fix the Windows issue. Thanks again for USE, and I hope you continue with it.