- 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