I have created simple Cmake project in Visual Studio Code. As default Cmake extension generates Ninja build system files. How to switch build system from Ninja to Make?
There are 2 possibilities to solve it:
Either you resolve by installing a relatively new Makefile tools extension in your Visual Studio Code.
Or may be you need to resolve caching issue.
Related
I can't get any types under UIElements to be picked up by Omnisharp when using VS Code or Vim. I've tried with a minimal project (clean 3d template) with Unity version 2020.3.20f1, Visual Studio Code Editor (Unity package) version 1.2.4, UI Toolkit version 1.0.0-preview.18. I've followed the guide here to get the correct compilation order of packages.
Build still works fine, but the editor's intellisense throws squiggles under all UIElements types (e.g. VisualElement, UIDocument).
Change the external script editor (Preferences > External Tools) from Visual Studio Code to Visual Studio Community 2019, then regenerate project files. This seems to work around whatever the issue with Unity is.
Downgrade to Visual Studio Code Editor v1.2.3. I have the same issue with .4
I'm wondering if I can make a C++ project in unreal engine without visual studio 2019, 2017 etc.
Currently I just use vscode. Is it necessary to install visual studio?
You can use visual studio code but you would need some compiler to compile your C++ project. For that the MSVC compiler that visual studio supports is often used. You can download the MSVC compiler and use visual studio code with it. when you create your project with visual studio code will generate a .vscode folder. In this folder you will have a
task.json [ for generating the build scripts you need to compile your program and create the exe files]
Launch.json [ for debugging your C++ classes]
Properties.json [ for finding the MSVC compiler ]
Unreal engine has a button in the editor that will compile your code. This equivalent to running
cd " Where you have your engine installed"
"Engine\\Build\\BatchFiles\\Build.bat" YourProjectNameEditor Win64 Development "C:\ThePathToYourProject\YourProjectName.uproject" -waitmutex
Visual studio provides other build task such as a DebugBuildGame and ShippingBuild
Visual studio code also provides these build task through task.json file, but it does not work out of the box
I ended up making a video about this and timestamped important events
https://youtu.be/fydvKedIxKk
You want to consider fixing the task.json if your want to run any build other than the editor one.
Visual Studio Code
I am facing this problem when I open the Visual Studio Code. How to fix this?
If you are developing a project, execute
composer install
If you are developing a package, just execute
touch composer.lock
I'm developping a project with React.
The IDE I use for React (ES6) is Visual Code and the version control is Mercurial Hg.
(I'm in Windows and I get issue with Atom, that's why I use Visual Code).
My problem is I cannot find a plugin for Visual Code to manage the source control with Hg.
Is anyone know a plugin and can help me ?
As #mrcrowl mentionned in his comment, this is the plugin I was loking for
https://marketplace.visualstudio.com/items?itemName=mrcrowl.hg
Visual Studio Code was designed to be directly integrated with Git, so currently there aren't any resources for Visual Studio Code that add Mercurial integration, however, many people have already expressed their interest in the idea on Visual Studio Code's UserVoice.
If you really want to, you could always create a simple plugin for Visual Studio Code that adds a couple commands to the editor, which could then be used to help you control the Mercurial CLI.
The intellisense does not work visual studio code in OSX Yosemite. Are there any specific steps to debug this issue?
If you open a folder that contains multiple projects, such as the aspnet/Home repo, you would first need to pick a project: