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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. 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 →
  4. 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 →
  5. 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

  6. 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

  7. 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

  8. Build a standalone version and debug it instead to attach to the Editor

    This suggestion is migrated to Developer Community. Please use below link to view the current status.
    https://developercommunity.visualstudio.com/content/idea/351377/build-a-standalone-version-and-debug-it-instead-to.html
    As far as I understood, UnityVS compiles the project .dll and then attaches to Unity Editor. However Unity Editor recompiles the dll on its own doubling the startup times. I believe it would be better if UnitVS was able to compile its own standalone version of the project, start it, attach to it and debug it without passing through the editor.

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

    Hi!

    Thanks for your suggestion!

    If we’re thinking about providing ways to call Unity to export games from Visual Studio, the amount of time it would take would be a lot larger than the time it takes for both VS and Unity to compile the C# code.

    As such, we anticipate that our main workflow will remain debugging the Unity Editor.

    Thanks & best regards,
    Jb Evain, Dev Lead, Tools for Unity

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