Author Topic: Unity3d support  (Read 10375 times)

sandworm

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Unity3d support
« on: April 20, 2012, 04:59:19 pm »
Hey guys,

I'm sorry if this has been posted before, I couldn't seem to search for it. I'd like to get my Unity3D dlls imported into slickedit so I can get code completion working. Does anyone know how to do this? I was at GDC this year and I was told it was possible, and that it had been done.

Thanks!!
Duane

Clark

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Re: Unity3d support
« Reply #1 on: April 21, 2012, 01:02:02 am »
You will need to create a SlickEdit project at the root of your unity source tree.  Add you source files or wildcards to the SlickEdit project. If you add wildcards to the project when you add new source files, they will get picked up. Once your source files are added, you will get completions for known symbols. It easy to add symbols for most 3rd party libraries your code accesses. C++ run time libs can be tagged by the quick start wizard.

Configure the editor in unity to use SlickEdit.

Clark

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Re: Unity3d support
« Reply #2 on: April 21, 2012, 01:04:38 am »
If you're on Mac, you need v17 for the external editor support in unity to work. V17 is in beta.

sandworm

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Re: Unity3d support
« Reply #3 on: April 21, 2012, 03:41:10 pm »
Thanks Clark. I got the project set up, but I still can't read the Unity symbols. I have the Unity DLLs which contain the information I need. In VS, I can just choose "Add Reference" and select the DLL. What steps do I need to take to do this in SlickEdit? It seems the terminology is different.

Duane

Clark

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Re: Unity3d support
« Reply #4 on: April 21, 2012, 06:15:36 pm »
only symbols from .net dlls can be read. Otherwise, you need to add source files or zip files which contain source code.

sandworm

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Re: Unity3d support
« Reply #5 on: April 21, 2012, 06:23:14 pm »
I suspect these may be .net dlls, how would I try to import them?

Clark

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Re: Unity3d support
« Reply #6 on: April 21, 2012, 06:31:55 pm »
Go to (Tools>Tag Files) to manage run-time tag files.

You need to add a run-time tag file for a specific language (C#? or whatever language you want to see the symbols in). If they are .net dlls, you'll be able to add them to the tag file.

sandworm

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Re: Unity3d support
« Reply #7 on: April 21, 2012, 06:50:30 pm »
Thanks Clark. I've tried that, both with the Unity DLLs and the documentation XMLs, but I still can't seem to get it to syntax highlight or give me code completion for any of the Unity classes. What am I missing? I REALLY want to ditch Monodevelop :) If I could get SlickEdit working properly, I would be thrilled.

Duane

Clark

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Re: Unity3d support
« Reply #8 on: April 21, 2012, 07:08:08 pm »
To view what symbols are in the tag file you created, use the symbols tool window.

sandworm

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Re: Unity3d support
« Reply #9 on: April 21, 2012, 08:44:11 pm »
I appreciate your help, Clark. I just gave this a go, but it seems not to have added any symbols.

Clark

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Re: Unity3d support
« Reply #10 on: April 21, 2012, 08:47:09 pm »
Hmm...the symbols have to be somewhere. Is your app c# or something else?

What DLLs did you add?

sandworm

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Re: Unity3d support
« Reply #11 on: April 21, 2012, 08:51:12 pm »
Maybe I'm doing something incorrectly. I have attached the dll + xml to this post, perhaps you can easily see what I'm doing wrong.

Clark

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Re: Unity3d support
« Reply #12 on: April 21, 2012, 08:58:58 pm »
What lauguage are your source files written in?

What OS are you running?

sandworm

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Re: Unity3d support
« Reply #13 on: April 21, 2012, 09:00:46 pm »
To be honest, I'm not sure exactly what the source DLL is. The likeliest candidate is C++. I personally am running OSX.

Clark

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Re: Unity3d support
« Reply #14 on: April 22, 2012, 12:33:58 am »
I would like to know your source language not theirs.