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  1. Add Auto-Reload to Visual Studio when adding C# scripts to the project from Unity

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351356/add-auto-reload-to-visual-studio-when-adding-c-scr.html
    There is an option in Visual Studio to auto reload when changing a file as long as there are no unsaved changes, but there is no option to auto reload when adding files to a project.

    Everytime adding a new script inside of Unity we get a prompt in Visual Studio to Reload/Reload All. It would be really nice to have UnityVS handle this since it happens a ton of times during the development of a project and it is something it really…

    144 votes
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    7 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  2. Add support for Unity Testing Tools

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351337/add-support-for-unity-testing-tools.html
    Modify the solution generator to put files found in Editor -> Tests folder hierarchies in a separate project. This way the Visual Studio test explorer should pick up the Unit tests created for Unity Testing Tools (provided the NUnit Test Adapter extension is installed)

    69 votes
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    2 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →

    Hi!

    Thanks for this suggestion!

    I’m afraid supporting running Unity Testing Tools from the Test Explorer is not as easy as simply creating a Test projects for the Tests, as the code needs to run in the context of Unity.

    We could however implement a custom test adapter to run the Unity NUnit tests remotely inside Unity. We will investigate the matter.

    Jb Evain, Senior SDE Lead, Tools for Unity

  3. Add version control to Test Manager

    We need version control for test cases for the same reasons we need it for sources code:
    •to have a controlled check in/check out system to prevent multiple users from editing the test case at the same time
    •to be able to revert to previous version(s) of a test case when incorrect modifications have been made

    thread link:
    https://social.msdn.microsoft.com/Forums/vstudio/en-US/8b2852da-0fa6-4d77-8eeb-2ca45fed0491/how-can-i-get-my-mtm-test-cases-in-tfs-source-control?forum=vsmantest

    61 votes
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    3 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  4. Have compiler warnings more closely match those from Unity

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351143/have-compiler-warnings-more-closely-match-those-fr.html
    I'd really like to get rid of all warnings in our project both when compiling in Unity, and when compiling in Visual Studio.

    I get that because Unity compiles with Mono, and VS compiles with the .Net compiler so the warnings generated will always be a little bit different. However Unity also suppresses certain warnings because they would otherwise fire on false positives in typical Unity scripts.

    I'm thinking particularly of CS0649 which fires on private serialized fields that C# thinks are never…

    33 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →

    Hi,

    Thanks for your suggestion!

    You’re right that because both Unity and VS compile the code with a different compiler you’ll get potentially different messages, but you’re also right that we should let you set the nowarn option from our configuration.

    You can easily workaround it by using #pragma warning disable, but having a configuration option is much better.

    Jb Evain, Dev Lead, Tools for Unity

  5. TFS Release Managment Deploy Dacpac task to on Prem

    For TFS 2015 - VSTS or On Prem. There is no deploy task in Release Management to deploy a Dacpac file to an on Prem SQL database. Please can you add this task. There is a task for SQL Azure, so why isn't there a task for SQL Server on prem.

    26 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  6. Add support for nuget packages

    When VSTU regenerates projects, it obliterates the nuget packages attached to the project.

    Unity supports using DLLs by including them in the assets folder. Have VSTU put nuget package DLLs in an appropriate location in the assets folder and preserve the nuget package config between solution regenerations would be an immense boon to C# programming in Unity.

    25 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  7. Unity .shader (ShaderLab) IntelliSense

    Need intellisense for ShaderLab. Currently not available and working anywhere.

    24 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  8. add UNITY_VS compilation symbol.

    We've used ProjectFileGeneration event but have a issue regarding planner environment.

    They don't use Visual Studio and Visual Studio Tools for Unity. so our project file generator will cause compile error on their unity environment.

    We can ignore generator class with preprocessor if Unity Visual Studio Tools for Unity defines UNITY_VS compilation symbol.

    And, we use unity 5.2.0f2 and unity has UnityVS out of box support.
    I think it's not a bad idea to add compilation symbol.

    21 votes
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    2 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  9. Support Dynamic Text Template

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351362/support-dynamic-text-template.html
    Compile time text template is supported now. However, when I add a preprocessed runtime text template, the Custom Tool property of the template file will be reset and become a compile time template again.

    I think it would be great if the Custom Tool property can be saved so that I don't need to set it to TextTemplatingFilePreprocessor every time I open the solution.

    Thanks for your great work!

    21 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  10. 18 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  11. Preserve user created solution folders when regenerating the solution in VST4U

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351319/preserve-user-created-solution-folders-when-regene.html
    It is hugely useful to be able to debug add in dlls in Unity: http://unityvs.com/documentation/dll-debugging/ and it is great that the Unity plugin preserves the references to external projects when the solution is regenerated.

    It'd be nice if we could organise these external projects into solution folders and have the tool preserve to user defined folder structure as well as the project references when regenerating the solution.

    16 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  12. Visual Studio without forced an account MS

    Visual Studio without forced an account MS

    15 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  13. 14 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  14. Visual Studio and Netsuite Tool integration

    Currently using TFS 2013 on premise

    I was looking for some feedback on integrating NetSuite with TFS, when a ticket is logged into Netsuite, it will create a bug/task in TFS and they can synchronize with each other as it is updated. This would help with feature request as well.

    13 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  15. Add intellisense support to "MonoBehaviour" Class specialy the "Messages"

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351326/add-intellisense-support-to-monobehaviour-class-sp.html
    t will be very helpful to see what Messages are available in MonoBhaviour Class, such as "Update, Awake, OnCollision...., etc"
    instead of always referring to this link:
    http://docs.unity3d.com/ScriptReference/MonoBehaviour.html

    13 votes
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    4 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →

    Hi!

    Thanks for this suggestion!

    As Sébastien noted, you can already use our wizards today to generate MonoBehaviour messages.

    We do have plans to investigate if we could use the new Roslyn based IntelliSense infrastructure to have an even smoother workflow.

    Jb Evain, Senior SDE Lead, Tools for Unity

  16. Set the platform for the *.Editor plugins to x86 to prevent warnings

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351318/set-the-platform-for-the-editor-plugins-to-x86-to.html
    Is it possible to set the platform to x86 for the .Editor project rather than Any CPU? I've got a few plugins that have a processor architecture of x86 when compiled, which then gives the following warning.

    "There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "XXXX", "x86"...."

    This is *extremely* minor, as it doesn't cause any issues, it's just nice to have a warning free project!

    13 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →

    Hi,

    Thanks for this suggestion!

    If we switch the plugins to x86 what will happen when Unity releases a 64 bits version? ;)

    What we have in the road-map for future version is better customization for the generated project files. This way you’ll be able to select another platform.

    It will only be a cosmetic change that being said, as Unity is handling the compilation of the scripts itself, the result of the Visual Studio compilation is only used by our own tooling.

    Jb Evain, Senior SDE Lead, Tools for Unity

  17. make a provision for exporting test cases on baisis of folders they are into. For us folders equal to features

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351666/make-a-provision-for-exporting-test-cases-on-baisi.html
    1. Our requirement if for reporting and management.
    We need List of test cases with their feature infor (folder they belong) and properties like tile, ID, Automation status etc.

    2. Export brings all steps etc. which might not be required at times. we need just the titles for report. this makes files too bulky to even load. can we have that option added too (export with titles and explicit properties)

    12 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  18. Inherit the features filled for a story(such as application,Changepoint TLP, Release date etc) to the Linked items tasks/defects/test cases

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351688/inherit-the-features-filled-for-a-storysuch-as-app.html
    Inherit the features filled for a story(such as application ,Change point TLP, Release date etc.) to the Linked items tasks/defects/test cases instead of again asking to fill the same.

    Suppose user created a story by giving all fields such as Application Name, Change point details, release details, org details etc. If that story is used to create a new work items such as Defect, Task, Test Cases all those generic fields (Application Name, Change point details, release details, org details etc.) should be…

    12 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  19. Mac support for VSTU

    For VSTU tools for Unity add Mac support while running VS under virtual machine, so debugging and opening files and projects on correct line number and such from Mac Unity to VS. Debugging ios also *doesnt hold breath* or he'll just release VS for Mac natively :-D

    12 votes
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    0 comments  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →
  20. Allow DLL debugging for Unity projects without any source code

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351334/allow-dll-debugging-for-unity-projects-without-any.html
    We work with many separate, related Unity projects. One project contains all the C# source code, and we build a DLL that we then distribute to the other Unity projects. Some of these "downstream" projects lack any actual scripts of their own, so the UnityVS solution that's created by the plugin doesn't contain any projects by default. I can still add the external "upstream" C# projects to the solution, as outlined in the documentation for external DLL debugging, however the debugger cannot connect!…

    10 votes
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    1 comment  ·  Visual Studio Tools for Unity  ·  Flag idea as inappropriate…  ·  Admin →

    Hi!

    Thanks for this suggestion!

    That’s an interesting scenario that we will consider. We’re also considering providing specialized class library project with support for deploying the compiled .dll into the Unity project and convert the .pdb into the Unity supported debug symbol file format.

    Jb Evain, Senior SDE Lead, Tools for Unity

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