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Using Alternate Code Editors with unity. What works ?

Discussion in 'General Discussion' started by Nanako, Nov 16, 2014.

  1. Dustin-Horne

    Dustin-Horne

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    Apr 4, 2013
    Posts:
    4,568
    Nah, but you can suppress it yourself, or write your own rule for it.
     
  2. Zeblote

    Zeblote

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    Feb 8, 2013
    Posts:
    1,102
    What do you mean by "rule"?
     
  3. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,500
    Oh nice! Is that stuff 100% equivalent between Unity's Mono and current .NET?
     
  4. Dustin-Horne

    Dustin-Horne

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    Apr 4, 2013
    Posts:
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    yeah because its examining reference vs value types at the type level.
     
  5. gallenwolf

    gallenwolf

    Joined:
    Mar 11, 2012
    Posts:
    118
    mmmm haven't been to the forums in a while, I must say the autocomplete does not seem to work as well as before, which is annoying. The way it _seems_ to work is to fully type in your object/class name then hit . and the methods and variables do show up (I hope this is what you are referring too?)

    Also, the autocomplete also usually fails when I'm trying to do like method call inside a method call, e.g.

    f = mathf.sin( myClass.getAgentTime());

    in the above example, the myClass won't show up in the autocomplete list when I've entered the first (. However, if I do

    f = mathf.sin();

    then go back to fill in the values, autocomplete works. Very annoying workaround, but it helps!

    ...... I hope I'm talking about the right thing, not a full fledged programmer.

    Code folding otoh _appears_ to work, but I don't use it so...

    Unity 4.5.5, OSX 10.8