How to use sublime Text 2 to develop UNITY3D projects

Source: Internet
Author: User
Tags variables sublime text

With Sublime has been for a long time, very comfortable, very intimate, can not stop at all. Before because it is the development of the page tour, so it is developed with AS3, recently, a new Hand tour project, the engine selected Unity3d, frankly, before the concept of too many 3D, but the occasional will next AS3 write 3D engine play, toss and toss, and no actual work used to the relevant things , now the project needs to use Unity3d, some excitement, this is not a toss of their own.

Unity support the script has 3 kinds: C #, JS, Boo, we are going to use C #, in the use of language issues did not do too much discussion, one is efficiency, another is the successful experience of other teams, so at the beginning of the selection of C #. Unity came with an IDE called MonoDevelop, the whole very small fresh feeling, but unfortunately, I spent a short time, found very difficult to adapt to, shortcuts, efficiency, themes, as well as the various features of the editor I used very uncomfortable, a set of familiar operating habits cost too high, Helpless under, had to Sublime to play.

Google after the discovery of the use of Sublime to develop Unity or a great people's Congress, after a turn toss, loaded with a variety of plug-ins, write a variety of configuration, finished. In writing code can completely discard MonoDevelop, of course, breakpoint debugging or need it, so now the workbench of these 3 programs are open, Unity responsible for scene editing, Sublime responsible for scripting, MonoDevelop is responsible for breakpoint debugging.

In addition, Sublime to modify the plug-in is very convenient, you open the directory of the corresponding plug-ins, and then open the inside of the py file, you change, you save, you see the effect.

The following is a brief introduction to the various plugins and configurations I have downloaded.

Sublime C # annotation shortcut keys

The shortcut keys for Sublime annotations are ctrl+/, for different languages depending on the file's extension will have different annotation types, do not know why this shortcut in C # seems to be invalidated, also found a solution, because C # annotation and JS is the same, so the JS in the annotation that piece of sour CE type plus CS is good. The specific steps are as follows:

1, open Sublime package directory, preference-> Browse Packages ...

2, open JavaScript, find comments.tmpreferences and edit

3, find and edit <string>source.js, Source.json, source.cs</string>

C # Syntax Analysis

This plugin is the most important, it will be from the DLL file analysis of the relevant class information and other meta information, and then you edit the CS file, will be in the input. When the full function of triggering, according to different contexts, different variables, different class files, will display the corresponding variables and method hints list, easy to use to violence! Pull down We install:

1, install the plugin: Completesharp

2, the editing of engineering documents, engineering documents refers to the extension of the file name *.sublime-project

3, in the project file to add the following relevant DLL information

The configuration file diagram is as follows:

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