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Sublime text 2
Sublime text 2









sublime text 2 sublime text 2

There are many programmers like me who started learning how to code websites in Macromedia Dreamweaver or even HomeSite, not for any special reason but by that time (more than 10 years ago) it was simply the most popular decent editor you could find that had a complete set of features. In this article I am going to walk you through what this editor is and how to set it up quickly. I believe this is what Unity is using to communicate to text editors, see:įrom my point of view I'd love to use Sublime with Unity on OSX, but for me it just isn't there yet, either because I not 100% sure what steps to take to get it to, or because we are hampered by lack of support within Sublime and/or lack of info.Sublime Text 2 is the best code editor that exists right now and I’ll show you why. So does anyone know where one can find info about Barebones' API for doing this (I've had no luck with searching for this). So what are the current steps for OSX users of getting autocomplete, syntax highlighting and commenting working?Īlso as I understand it we OSX users will need a 3rd party app (Applescript I reckon) to allow for us to intercept the jump to file and line from Unity and pipe that to Sublime. I don't see completes for static or private but I do for public! For example typing in Vector3 shows nothing, but Transform does and GameObject doesn't. I guess we are spoiled by that slow behemoth of an app MD!Ĭurrently I don't seem to have autocomplete working, even though my project settings are pointing to the right DLLs and I have complete sharp installed, and the other Unity bundles, and I've run figbash's Editor script. I have read the thread but it seems to me that it isn't working that well for OSX users. Also to figbash for the great Editor script. If you do have a problem the best way to ask me about it is to find me on the Unity IRC.įirstly thanks for all the effort into getting Sublime to work with Unity. I personally would not use it with production code. P.P.S Really good luck everyone, I am sorry but I will not likely have a lot of time to try and provide support for this, so use at your own risk.

sublime text 2

The nice things about them being project files is you can see and open all the scripts in you unity project through sublime. Good luck everyone, and great work on getting a better auto complete solutions then I had going. I've also included the source of my logger dll in case you want to try and mess with it. Open one of you scripts in sublime and hit ctr+B to build and hope it works. To try and get it to work unzip the SublimeUnity folder to the root of you unity project, then rename the file MyUnityProject.sublime-project to the name of your project (this all might break if your project has spaces in its name) Then move it outside the SublimeUnity folder and into the root of your project (the folder containing assets and all the. Here is a link my compiled logger and a template project file. I can get it to work if I print all the errors and warnings each to a single line, but it doesn't look as nice, but you can click on the errors to go to the line and step through them with the hotkeys and see the error info in sublime's status bar.Īnyway if one of you guys want to keep working at it, my project files look like this: Also it seems there is a bug in the older version of xbuild that sometimes reports a strange error but its basically meaningless to us using Unity.Īlso even through doing this way I have complete control over what is being feed to sublime I could not get the regrex to work correctly with the multiline output in my first screenshot. but that was a little tricky as it seems unity ships with a older version of xbuild and I have to go way back in the msdn reference to find out what functions I need. So I created my custom dll for logging to format the output in a way sublime would like. Xbuild lets you inject a custom dll from the command line that gets used to collect the logging output. What I was doing was creating sublime project files that called unity's xbuild (xbuild is mono's version of msbuild) to compile everything instead of calling mdtool. I never released anything because, for one, its not as easy to setup as the other plugins and I don't have a ton of time to provide support for it and I was worried lots of folks would have have trouble getting it to work and I would be bombarded with emails and support questions, secondly I could not really get it working well enough for me to feel very safe using it. I have been working on a new completes file that added all of Mathf and a couple completes for GetComponet and stuff for working with coroutines but now with this new autocompletes I don't really feel like it is needed.Īs far as piping Unity's complier through to sublime's console. These new autocompletes are just awesome! Great work rstehwien.











Sublime text 2