Automatically add NuGet dependencies and using statements in Visual Studio Code? - c#

I am using Visual Studio Code to develop an ASP.NET 5 application on Mac. In order to use new classes (framework or third-party) in my .cs file, I need to
Manually add a NuGet dependency in project.json and then
Manually add a using statement to my .cs file.
It seems that there should be a better way to import new functionality that doesn't involve searching for the right NuGet and the correct namespace. Any suggestions?

Well, once I got my IntelliSense issues figured out (Visual Studio Code on Mac), I don't have to type using statements anymore. OmniSharp-based IntelliSense is smart enough to suggest (Cmd + . on Mac) adding them for me:
I still have to add a NuGet dependency manually, but I think this is the default behavior in the full Visual Studio too and you need ReSharper to get smarter than that.

Unfortunately, as far as I know of, the short answer is no.
Visual Studio Code is meant to be a light weight editor, so does not have support for the kind of feature you are describing out of the box. The full Visual Studio on Windows does have support for that. When you type the name of a class/type you want to use, eg. JsonConvert, it will detect that the missing type is available on NuGet and offer you the ability to download the correct package and add the using statement. (In the screenshot I already have the NuGet package installed, so it only needs to add the using statement)
This feature is available in the Community edition of Visual Studio, which you can download for free from the visualstudio.com website.
This does require you to run Windows, so I'm not sure if you consider this an option.
Now on the wishful thinking side: VS Code does support extensions these days and it has the power of the Roslyn engine, so theoretically someone could write an extension that will offer this functionality in the future.
You could also try getting it added to the core editor, by opening an issue on GitHub: https://github.com/Microsoft/vscode/issues
I'm afraid neither of these will really help you in the short term though.

Related

How to get intellisense in Visual Studio Code for Unity functions names?

I am following a tutorial about Unity and I see that the instructor has intellisense when writes the method's name.
However I have only intellisense with classes and variables, I mean Unity classes like Rigidbody and my own variables.
I have also read:
Autocompletion not working in Visual studio
How to enable intellisense in Visual Studio 2017 for Unity
Old question, but I had the same problem just recently.
There must have been an issue in your Assembly-CSharp.csproj or project-name.sln files. Most likely to be the .csproj file. If you take a look at it, you will see various references to .dll files.
You can tell Unity (my version: v2019.2.20f1) to create these for you by enabling Edit > Preferences > Generate all .csproj files.
1. Delete both files.
2. Enable .csproj file generation.
3. Double click on a script in Unity.
This fixed my issue.
I would really like to clear things up a bit for everyone trying to get Intellisense working with Visual Studio Code.
First of all I am writing this for Unity 2019.4.14 (edit: also for 2020.3 and 2021.3).
These are the things you MUST do for this to work:
You need Visual Studio Code (duh)
You need .NET SDK. I don't think it matters which version, latest is the best I guess. Make sure you install the SDK, not the runtime.
Check if you have .NET SDK installed by typing dotnet in the VSCode terminal.
You also need The .NET Framework Dev Pack because otherwise VSCode is going to be throwing this error:
The reference assemblies for .NETFramework,Version=v4.7.1 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application.
In VSCode search for the 'C# for Visual Studio Code' extension and install it
In Unity go to Package Manager and install Visual Studio Code Editor. This will enable Unity to generate proper project files for VSCode. (might be already installed)
In Unity go to Edit -> Preferences -> External Tools and choose VSCode from the dropdown (could be listed as code.cmd) and after you choose it tick all the checkboxes you want in the Generate .csproj files for section. I checked Embedded Packages, Local Packages, and Packages from unknown sources. Click 'Regenerate project files'
Open any C# file from Unity and you should be good to go. (you might need to restart VSCode after regenerating project files in order for this to work)
Now, what about Unity Code Snippets and Debugger for Unity extensions? Well these are useful helper extensions but they have nothing to do with Intellisense. The first is for quickly typing common Unity patterns and the second is for showing Unity Debug warnings and errors as you type instead of saving and going back to Unity and reading the console.
Hope this was of any help.
p.s.
One more note: Visual Studio Code depends on the solution files we generate through Unity for Intellisense to work. This is important because you have to add the entire project folder to VSCode workspace and not just Assets folder or your Scripts folders. If you add only the Assets folder to VSCode it won't be aware of those solution (.sln) files. If you open scripts through Unity it will probably work regardless.
Although the answer by Alex Myers is helps, its not 100% right. Unity Snippets does give you some snippets, and the illusion of typeahead, it's not actually intellisense.
For true intellisense you need to:
install dotnet on your system (https://code.visualstudio.com/docs/languages/dotnet) and,
install the dotnet extension for VSCode (https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp)
More information can be found here: https://code.visualstudio.com/docs/languages/dotnet
You can test you have dotnet installed by typing dotnet into the terminal within VSCode.
Note In the image below how I get a full method signature, reference counts, and the yellow hint globe. These are only available when using dotnet + extension (and not available when using the snippets)
Note: my solution does not solve intellisense to function names, but this was the first question that come in fixing intellisense more generally in VSCode.
I needed to update the VSCode package in unity.
In Unity, click Window, then Package Manager, then look for Visual Studio Code Editor. Expand it by pressing triangle, and upgrade to the latest version (for me, it was 1.2.0. I restarted VSCode and it worked.
v1.1.4 had a bug that caused this problem, and was not fixed for about 3 months. It is still the default package installed with a new default project, so you have to change this package version to 1.2.0 in every new project, until they update it.
Check out the guide for Unity Development with VS Code. They recommend a few extensions:
Unity Snippets
Debugger for Unity
Unity Tools
I believe the Unity Snippets extension is what you are looking for.
For anyone having the same problem on a Mac, try setting this value in your .vscode/settings.json (or in the user settings instead of the workspace settings)
"omnisharp.useGlobalMono": "always"
For me just in Unity, Edit/Preferences/External Script Editor, and changed it to My_Install_Location\Microsoft VS Code\Code.exe (maybe hit Regenerate Project Files)
Sorry, I don't have good English, but I'll show you what worked for me.
I opened the C # script in Visual Studio Code and looked for the Assembly-CSharp.csproj file, then, on line 16, I changed the following:
<TargetFrameworkVersion> v4.5 </TargetFrameworkVersion>
For:
<TargetFrameworkVersion> v4.5.1 </TargetFrameworkVersion>
This solved the Intellisense issue.
Intellisense is a pure workflow of .Net Environment. So, you need to have .Net 'Developer pack' (not Runtime) installed on your system as it installs all three necessary components below:
.Net framework
.Net Target pack
.net SDK
reference link: https://dotnet.microsoft.com/download/visual-studio-sdks
It is directly installed to a system admin-accessible path, so no need setting it up. Now, you have to tell VS Code which .Net version to use (whichever you have installed).
Your Unity project will have these two files in the root directory:
Assembly-CSharp.csproj
Assembly-CSharp-Editor.csproj
In these both files search for line (probably 16):
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
Edit version that you had just installed (I had 4.8). Then reopen VS Code. Now everything should work fine.
I found another solution since none of the other solutions were working for me and i was searching for hours.(07/08/2021):
I got the feeling i found the solution for a lot of people since i reinstalled windows recently and simply downloaded everything needed to start without other problems.
I got the same error with .NET, .NET Core or .NET Framework, here are some screenshots of the errors:
In the error output, it says to install the Developer Pack for this framework version. You can find the version in the .csproj file:
By installing the .NET Framework of this version on the dotnet microsoft site: .NET Framework download list
i fixed the error after reloading VSCode and got my Intellisense working for Unity.
TLDR:
My fix was too install .NET Framework version 4.7.1
If you still can't enable IntelliSense, make sure you have VS Code opened in the same directory as the .sln file (I had mine opened deeper in the Assets before).
Source:
https://code.visualstudio.com/docs/other/unity
Though the question is 2 years old, the problem pops up occasionally, just like happened to me.
I had the issue myself, so this one is possibly the first that should be checked.
"Install .NET Framework 4.6 Targeting Pack"
WHY?
First of all, I work with dotnet core, not the standard, so I don't have standard libraries installed on my computer. When I started trying Unity, and VS Code with it, this was the missing part I wasn't aware of.
When I hit the issue, I searched the net a while and see this question. Took me another while to notice this framework sentence in "Enabling code completion" section of VS Code and Unity page. So I tried and now I am happy I tried.
Just don't forget you need to restart at least VS Code to get the intellisense working.
PS: Framework version may, and will most possibly, be changed depending on what year we are in, and which versions we use. So if "4.6" is not working then you probably need another version.
PS2: If it is Mac you are looking for, follow the same link above and find the same section I mentioned above to get a link for .NET SDK.
Follow these steps:
Go into your Unity project.
Go to Edit.
Go to Projects preferences.
Go to External tools.
In line "External Script Editor" you have to change to "Visual Studio Cummunity 2019..."
then it should work.

Using VS2017 and VS2015 C# projects in the same location, side-by-side

Is anyone out there using Visual Studio 2015 and 2017 .CSPROJ files alongside each other in the same folder? Are there any other incompatibilites, besides the solution and project files that I should worry about?
Basically what I want to do is allow our developers to continue to use VS2015 and those projects -- just for a while -- while all still working on exact same set of same code files. I don't want to move/change anything else.
I've already created all the new project files and solution file. But 'm wondering if I can just put them in the same physical disk folder alongside each other and have everyone go merrily about their development tasks with either VS2015 or VS2017.
The duplication of work synchronizing the project files themselves is not a concern. I just want to make sure there aren't any OTHER format differences that might cause some sort of build/run problem for me.
Is anyone else out out there doing this? Is this workable?
There is not any incompatibility, but you should check when you are creating a new project in VS2017 the kind of project, you should have two things in mind, first, when you are creating .net projects, you have to keep using the old .net framework instead of .net core, and second (only if you are going to create desktop/libraries/console projects), you need to use the Common option instead the new option (check on the dropdown to select the .net framework version that allows you to select versions lower than 4.5), cause if not, then you have the incorrect kind of project selected and this kind of project doesn't work in VS2015 as they change the structure of the .csproj file. Hope this little explanation helps you.
Update
What I wanted to say with this explanation is that every projects that comes from VS2015 or 2017 if they have the same structure (same old kind of .net framework), then you can do what you want to do, but if for some reason you need to make a .net core, then this will not work.
Cheers.
Just be aware that VS2017 supports C# language version features that 2015 does not. If anyone uses those features you will not be able to build the projects in VS 2015.
You can enforce language version in the .csproj files but this is done per BuildConfiguration and can be tedious to configure for larger solutions with many projects.
To make the changes
Right click the Project and select Properties
Then Build Then
Advanced (Bottom Right corner) General > Language Version
Change to C#6.0
Overall it is possible but you may need to retain VS2015 if you have any SSIS or SSRS packages as the tooling is still not available for general release (Oct 17) and is still in preview.
You should be able to run Visual Studio 2015 and Visual Studio 2017 side by side without any issues. Our application ran on both Visual Studio 2015 and Visual Studio 2017 before every developer migrated to VS 2017.
You do need to keep in mind few things though:
Visual Studio 2017 by supports C# 7.0. Make sure that you use same language version in both the IDEs.
VS 2017 also supports stuff like editor.config. I would suggest to avoid using it (though I feel it should not be an issue)
If you are using on .NET Core project without csproj. Do not think you would be able to upgrade it.

Visual studio code auto-complete

I have just downloaded unity and saw that now it supports Visual studio code, I downloaded it and made it the default editor.
After trying to edit a script, it prompted me to download c# extension and I did, but there is no auto-complete for unity functions. How can I get that? I'm on Mac.
Any help is appreciated.
Maybe too late, but for future comers ...
There is an extension now for visual studio code called MonoBehaviour Snippets by Rachod Petchpho.
Press Ctrl+shift+x in the IDE to open extensions panel then search for MonoBehaviour Snippets, install and reload the IDE, now you will find all the autocomplete for the function names and objects just like MonoDevelop.
I had the same situation and I bang my head to the wall for days. There was no solution on the net as there are few people using Unity on linux with Visual Studio Code. I finally removed mono and went to their site and downloaded the Visual Studio build (even though we use Visual Studio Code). Then volaaa. Auto complete and suggestions related to Unity functions were there. Of course after installing the necessary extensions.
https://www.mono-project.com/download/vs/
I had the same problem with Unity + VS Code combo.
I have found an extension called Unity CodeSnippets
I highly recommend to download it. This is much better than any of other snippets collection for VSCode.
Intellisense (Autocompletion) is a pure workflow of .Net Environment. So, you need to have .Net 'Developer pack' (not Runtime) installed on your system as it installs all three necessary components below:
.Net framework
.Net Target pack
.net SDK
reference link: https://dotnet.microsoft.com/download/visual-studio-sdks
It is directly installed to a system admin-accessible path, so no need setting it up. Now, you have to tell VS Code which .Net version to use (whichever you have installed).
Your Unity project will have these two files in the root directory:
Assembly-CSharp.cs
Assembly-CSharp-Editor.cs
In these both files search for line (probably 16):
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
Edit version that you had just installed (I had 4.8). Then reopen VS Code. Now everything should work fine.
You can use the unity integration plugin:
https://code.visualstudio.com/Docs/runtimes/unity
Follow the instructions to get set up. It seems a lot of things to do but I think that's the best one.
If you still hit the issue even by using that plugin then follow this issue at their github page.
https://forum.unity.com/threads/cant-get-vscode-to-work-properly-with-unity.538224/
there are people that found a workaround.
unityoracle user said:
"This issue is that Unity Editor expects the file used to launch VSCode to have a specific name. "
and:
"Specifically, creating a symlink named "code" that opens VSCode fixed this issue"
for me, it works by downloading .NET Framework 4.7.1 Developer Pack
here
here is the link
Follow the steps from https://code.visualstudio.com/docs/other/unity
Then in unity editor, set VS Code as the default Script editor:
Edit -> Preferences -> External Tools -> External Script Editor
Right below, set Embedded packages and Local packages to true
i used these methods and it worked
Change in External Tools: Edit -> Preferences :choose " Visual Studio Code"
Open file : Assembly-CSharp-Editor in your project folder and Download the Framework Version that is the same as the version in this file EX: v4.7.1
Open VScode tool - Settings - >code lens and tick.
source from here:
https://www.gamesmobile.one/2022/01/visual-studio-code-auto-complete-with.html
I installed an older version of c# vscode extension, version 1.16.21, and it is working.

Using multiple analyzers in Roslyn

I have done a lot of searching around before asking this question. I am new to developing diagnostic tools and code fixes using Roslyn. I am currently using the Visual Studio 2014 CTP. I have been able to successfully create my first code fix tool. However, when I create another tool in a new solution, it still shows up the Description and fixes for the old diagnostic tool.
Can anyone please explain to me what I am doing wrong? I am rebuilding the solution before I test it out, and as far as I am aware, I am keeping both solutions completely separated. Or can anyone tell me how I can use multiple rules in one solution?
Building the .vsix project created by the templates will install a vsix extension into a special VS hive. These are not automatically uninstalled, so go to Tools | Extensions to uninstall them as necessary.
As SLaks mentioned, you can have multiple diagnostic projects in your solution, but you'll have to update the vsixmanifest in the vsix project to include this new project. If you want the multiple diagnostics to always be distributed together, then just put them in the same project (copy the class structure & exports from the sample).

Having difficulties adding taglib-sharp project solution to my current vb.net solution

Hey everyone, I'm currently having difficulty adding the latest taglib-sharp solution to my current solution which contains my vb.net console project on Visual Studios 2010. Essentially I want to code everything necessary in vb and use taglib-sharp to extract all tags needed from an mp3 file. Unfortunately, when I include the solution of taglib-sharp and perform the necessary conversion visual studios 2008 to 2010, I receive an error stating "Failed to backup file as C:\temp\taglib-sharp-2.0.3.7-windows\taglib-sharp-2.0.3.7-windows\Backup1\taglib-sharp.snk". I made an attempt to build the solution with no luck. How do I resolve this?
To be quite frank I'm not sure if I need to open the solution if I just want to use the libraries for my vb program. Do I need the solution in order to use for instance "TagLib.File"?
In case you're wondering, I downloaded this library from http://download.banshee.fm/taglib-sharp/2.0.3.7/
I would recommend installing taglib-sharp with NuGet. NuGet is the best and easiest way to use opensource libraries in Visual Studio. You dont have to compile anything, and you don't need to think about projects and solutionfiles.
To install TagLib#, run the following command in the Package Manager Console in Visual Studio.
PM> Install-Package taglib
The NuGet distribution of taglib-sharp can be found at http://nuget.org/packages/taglib. The official source code repository is at https://github.com/mono/taglib-sharp.
Either ignore the backup, or open TagLibSharp in 2008, compile the DLL and then reference it in your 2010 project if you only need to use the libraries.

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