Unity uses rider as the IDE's experience

Source: Internet
Author: User

    • Rider 2017.2.1 more complete support for unity development.
      • The direct selection of rider as an editor is implemented by adding plug-in code.
      • Support Debugging.
      • Support double-click Jump Code.
      • Alt+insert can be inserted into the Unity event function.
      • In order to solve the rider compile-time prompt conflict, you need to delete the System.Threading reference, make a small change to the plugin: Assets/Plugins/Editor/JetBrains/Unity3DRider.cs add:
    private static void UpgradeProjectFile(string projectFile)    {        …        FixSystemXml(projectContentElement, xmlns);        FixSystemThreading(projectContentElement, xmlns);        …    }    private static void FixSystemThreading(XElement projectContentElement, XNamespace xmlns)    {        var references = projectContentElement            .Elements(xmlns + "ItemGroup")            .Elements(xmlns + "Reference")            .Where(a => a.Attribute("Include").Value == "System.Threading");        foreach (var reference in references)        {            reference.Remove();        }    }
    • The most obvious advantage of rider is that it is a lot better to use fluency and to feel more than vs. A lot of operations are done using a background thread, even the entire solution reload.
    • Smart features are consistent with ReSharper plug-ins and even shared configurations.
    • SVN integration is good and does not affect IDE performance like the VS plugin. The Integrated diff tool is handy for using the editor's syntax highlighting and functions directly.
    • The variable value changes are displayed immediately after each line of code when debugging, as is the case with Ides such as Pycharm.

Unity uses rider as the IDE's experience

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