Getting visual studio to show the same API as Unity Hololens Development - c#

When developing a Hololens UWP application using Unity 2017.2, the code completion in Visual Studio (2017) does not match what is available.
The dev environment is set up as described here.
The UWP (Hololens) build uses a subset of the API. Visual studio code completion does not match this.
How do you set visual studio up correctly for this development?

IntelliSense should work normally when the dev environment is setup as described. Usually one of the following helps:
Restart Visual Studio and open the project again
Turn off Resharper if you have it enabled
Ensure you have a using statement for the namespaces for which you want IntelliSense
If none of these options helps, you can try reinstalling again according to the instructions.

Related

When debugging in Xamarin, it does not stop at breakpoints

I am developing an app using a combination of Visual Studio 2022 Community, Xamarin.Forms and Android.
In debug mode, I am placing breakpoints, but they do not stop.
Is there something I need to configure?
Start Visual Studio 2022 on Windows 10 and Windows 11.
Create a Xamarin.Forms application.
Launch debugging.
This project was created in Visual Studio 2019.
Visual Studio 2019 can stop at breakpoints when debugging.
There was no "Use Shared Runtime" item in the Android Options in Visual Studio 2022 Communitey.
At first, you can check the official ducument about the issue.
Official document: https://learn.microsoft.com/en-us/visualstudio/debugger/troubleshooting-breakpoints?view=vs-2022
And then, if the issue is still here, you can try to enable the Use Fast Deployment. If you need more information, please check the following links:
Similar issue on the Github: https://github.com/xamarin/xamarin-android/issues/6480
Similar issue in the Visual Studio Community:https://developercommunity.visualstudio.com/t/Breakpoint-not-hit-debugging-Xamarin-And/1561025
"Use Fast Deployment" helps

Is it possible to remotely debug a Mono console app from Visual Studio?

I want to use latest Mono (5.4.1.6) to write a console app in Visual Studio 2015/2017 for a Raspberry Pi 3 (Linux). Searching the web I've found that it is possible to use Visual Studio, but there are limitations.
I can use MonoRemoteDebugger, but I also need to target Mono framework, not .NET framework, because I do not know if they are fully compatible. Adding the Mono target profile works only up to profile 4.0 and I want to use the latest Mono (.NET 4.5).
MDebug looks fine, but it is not free.
Mono Helper also looks fine, but how can I remotely debug the app?
I can use Xamarin Studio 6.3 configured for remote debugging, but I have not tested it and I do not know how well it works. Also, I prefer Visual Studio and it would be great if I avoided installing a different IDE if VS could do the job.
So, is it possible to remotely debug Mono app from Visual Studio? Should I try Visual Studio Code?
If I finished my app, then how can I generate the release build?
I've noticed that the plugins have the option to debug the app, but not for generating the release build.
This is new to me and information found on the web did not help me understand everything I need to do my work. Any help would be appreciated. Thank you!
It seems it is not possible with free software. I can use Visual Studio with MonoRemoteDebugger and if I have doubts about code compatibility, I can build the project in Xamarin which permits targeting Mono.

Change the default terminal used by Visual Studio (Mac)

What I want is to use my .zsh shell instead of the default (mac) terminal when building/running my compiled C# code. Is there a way I achieve this with the newly released Visual Studio for mac?
Note: I am referring to Visual Studio, not Visual Studio Code.
Currently not possible. Microsoft just re-branded the Xamarin studio into visual studio for mac. And the default terminal was hard-coded into it. There were multiple feature request for numerous terminals (this one for example).
"Run on external console" (with default terminal) is the only option in this regard.

How can I enable VIM for mac in Visual Studio?

I just got Visual Studio for my Mac. Although in Beta, it seems nice. Unfortunately, I can't seem to figure out where VIM could be. I've searched the marketplace, but cannot load any file or extension into the IDE to enable VIM. I've checked the preferences in keyboard behavior, but nothing.
Does this IDE really not have one of the most essential tools?
Use VsVim with Visual Studio for Mac 8.4 or newer.
Original Answer
Shameless plug - Use my plugin :) https://github.com/nosami/XSVim/releases
It's now available in the Visual Studio for Mac extension gallery (under IDE extensions)
You can usually find a more recent version on the github releases page than in the VS for Mac addin gallery.
Visual Studio for Mac is not a direct port of Visual Studio for Windows. It's essentially an alpha-level rebranding (with a lot of work put into it but still) of another IDE called Xamarin Studio, itself essentially a rebranding of MonoDevelop.
As such, you shouldn't expect any compatibility with other tools in the Visual Studio ecosystem for the time being.
However, you can set up MacVim as an external tool if you really want, but you won't get any kind of integration per se:
What worked for me was downloading VsVim addin as *.mpack file from this page: https://addins.monodevelop.com/Project/Index/403. In my case the file was named Vim.Mac.VsVim-2.8.0.7.mpack.
After downloading the file, I opened Visual Studio for Mac, selected Visual Studio - Extensions from the menu to open the Extension Manager pop-up window, clicked Install from file... button and selected the downloaded *.mpack file.
Needed to restart Visual Studio to get the extension to work.
This was done in Visual Studio for Mac 8.7.8.
After last VisualStudio update (8.1.3 - a new Editor is in place) Vim doesn't work anymore.
At least for now, you need to mark a setting in Visual Studio that forces use of the old editor, as described in the extension's README here.
From that page:
You need to use VsVim. Also, for those who find this via google, the workaround steps are:
Uninstall the broken VsVim extension and restart Visual Studio for Mac.
[Download](https://addins.monodevelop.com/Stable/Mac/8.5/Vim.Mac.VsVim-2.8.0.5.mpack via your browser)
In VsMac, go to the Extensions pane and click Install From File. Navigate to your Downloads folder and select the .mpack file you downloaded.
For some reason the extension doesn't work right away. You need to restart Visual Studio for Mac.
Reference: link

Working with Unity3D and Visual Studio 2013

how do i get Unity3D for debugging the code, and Visual Studio 2013 which i have now to only script the code. Example: Like Flash Professional for debugging and FlashDevelop for scripting only.
My question is, how do i get the Unity3D link with Visual Studio 2013. I already searching around the internet, and had found that Unity3D only works with VisualStudio 2010.
I wrote a blog article on this awhile back on my blog HERE for Visual Studio.
However I will paste it here too:
How to use Visual Studio 2013
Recently Microsoft bought and re-released the popular Unity3D plugin UnityVS. The now renamed Visual Studio Tools for Unity plugin smooths the connection between Unity and Visual Studio and even allows one to perform debugging too! Download it here.
In Unity Editor go to Edit->Preferences->External Tools and In External Script Editor choose Browse from the drop down box.
Browse to and select C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\devenv.exe.
The External Script Editor should automatically show your selected editor as Visual Studio 2013.
That’s it! It should just work from that point on.
As an important update, I would like to notice, that former UnityVS (after Microsoft's acquisition of SyntaxTree) is now available for free as a rebranded Visual Studio 2013 Tools for Unity.
The versions for VS 2012 and VS 2010 are also available.
The integration of Unity3d and Visual Studio got simpler with latest Unity (version 5) and Visual Studio Tools. This is the current procedure.
To use Visual Studio as editor and debugger with Unity you must:
Install the Visual Studio Tools For Unity. For this download the package at http://unityvs.com (careful to get the version for the Visual Studio you are using) and import it (as is standard in Unity for packages) by going into Assets -> Import Package -> Custom Package and browse to the tools installation folder and pick the package.
Once installed in Unity you will get an additional menu Visual Studio Tools, go there and select "generate project files". Visual Studio will already be the default editor for your scripts.
This done, if you say put a breakpoint in Visual Studio, click on "Attach to Unity" in Visual Studio, and then run your Unity project, the process will stop at breakpoints in Visual Studio and allow variable inspection etc.
you can use unityvs VS plugin (but I'm not sure about current 2013 support, it's works with vs2012) http://unityvs.com/ - on windows it's works very well, but remote OSX debugging feature is not ready yet
I'd like to add to the fine answer given by Pietro Polsinelli, that for me, there was an extra step in his Step 1. And that is that, after installing Visual Studio Tools For Unity, I had to, in Unity, go to Assets->Import Package->Visual Studio 201X Tools and then click around on the menu bar until "Visual Studio Tools" showed up as an option. After that, I could Generate Project Files and Open in Visual Studio.
This enabled me to Attach to Unity in Visual Studio and debug.
None of these solutions worked for me. Renaming monodevelop just changed the default program to notepad++, and the next default program after that was simply notepad.
However, there is a known bug with Visual Studio 2013 (not sure if it was present in previous versions, or if it is present in the non-professional version) where if you try to open a C# file in visual studio, where Visual Studio is opened as administrator and Unity isn't, VS crashes.
I had to either run both programs (VS and Unity) as administrator, or not open VS as administrator (as per the solution found here: http://connect.microsoft.com/VisualStudio/feedback/details/597863/cannot-open-visual-studio-files-from-windows-explorer).
With Visual Studio You Can Use UnityVS Plugin But if You Use Monodevelop You Can Go To Run->Attach To Process.. And Connect The Debugger to Unity Editor It Work Perfectly.
To link Unity with Visual Studio, do the following:
Do this on Unity.
Go to file --> preferences --> external tools --> external script editor --> Choose visual studio.
If Visual Studio is not showing, you Re gonna have to browse Visual Studio by hand.
Then you open any script in the Unity Project window and Visual Studio should open the file.
I hope this is helpful.
Note that I am using Unity 2020.2 and Visual Studio 2019

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