I am working on a project in VSCode, developing a React front-end application. Everything was working fine but I decided to clean up my code by using ESLint + Prettier + the AirBnb eslint guide.
I got this installed and of course, many issues came up. I started working through them, but these are causing the app to not compile. Ultimately, these are all code clean up issues, but now I can't get the app to run, and as i Make changes, I want to ensure I'm not breaking something else.
Does anyone know how to turn-off ESlinting in this situation so it will allow the app to turn?
Ultimately, it would be great if the issues appeared as simple "warnings" instead of "errors"...
I tried updating the .eslintrc.json file to change things to warn status, but it's not working.
There must be a simple way/toggle to enable/disable this checking? Or as I metioned, just have these appear as warnings for me to clean up?
Related
I am using Unity as a library for SwiftUI quite a while now. However when updating to the newest iOS version (16.1) it stopped working. Compiling runs without a problem but during runtime I get an error when Unity is starting:
in:
I even started a completely new project with Unity included to SwiftUI and get the same error. As this is some kind of assembler code and I certainly do not know how to read it I don't really know where I have to start searching.
In the console I get: "warning: UnityFramework was compiled with optimization - stepping may behave oddly; variables may not be available." I tried several ways to turn off optimization as described in related questions which did not work. When unchecking "Debug" in the scheme options the project starts normally
A similar thing happened to me. I'm not entirely sure if it's the same problem but in the console, I got a message saying UnityFramework is running optimized and may behave oddly. Unfortunately, I've tried a couple of ways to disable optimization but I've yet to find a solution.
For now, I'm able to bypass this error by disabling the debugger entirely. In order to do this, you have to go to Product -> Scheme -> Edit Scheme and uncheck debug executable.
I'm not sure if this will work for you but I figured it'd be worth a shot!
I am having an issue in Unity where every time I launch the editor it asks me to enter in safe mode because there are a lot of errors and when I press ignore it launches and I can see in the console a lot of errors with the UI and I found out that I cant create UI elements directly in the hierarchy. I tried to update from 2020.3.13f1 to 2020.3.14f1 and for the first launch everything was fine, with no errors, and I could create UI elements but then when I restarted to make sure everything was actually fine, all the errors popped up again and I cant create UI. Why does this happen and does anyone have a fix because I can't find it anywhere online.
Try not to enter Safe Mode. Enter the editable project. There go to Assets-Reimport All.
It did it to me too, it's probably a Unity bug, this method fixes it. Practically it reimports the whole project by itself, avoiding that the bug gives you problems (such as those like UnityEngine.UI does not exist or Monobehavior does not exist, etc.)
Obviously you will not lose any assets and everything will be fine as before receiving the errors.
Have this issue with any template 2020+ versions
Always shows 2 empty errors on console at first run ,even on an empty project
Will try to install 2019 and hopefully work again
in my case some side app ran caused some error in the installation of Unity.
Nothing amid aboves helped.
Thus I decided to fully reinstall it from scratch to default one.
Now it worksok. But before that . To wipe out the Unity thorowly you need in:
uninstalling Unity and UnityHub in windows' settings
remove all related/remained folders in "C:\Program Files"
remove related/remained folders in "C:\Users\myname\AppData\Local "
in Register Editor go to clean unity like folders in "Computer\HKEY_CURRENT_USER\SOFTWARE"
optionally, remove sample projects in "C:\Users\myname"
You're very likely simply opening the wrong folder, it's a common mistake
Or, you have possibly moved around the folders that you cannot move
Also - it's a nuisance but it's best to install the "hub"
Overnight, any help I had for Unity3D in VSCode, i.e. intellisense, disappeared. And I get the sense, no pun intended, that I'm not the only one who's afflicted.
I've tried updating and reinstalling what I assumed VSCode needed to make Unity3D intellisense work. And have checked and re-checked settings, reinstalled VSCode package, in Unity3D.
I've worked through a few tutorials that claimed to address the issue.
What else does VSCode depend on to make this relationship work?
Thanks! Here's to hoping you've fixed this and your life has gotten easier!
Try going to Edit > Preferences > External Tools > Regenerate Project Files (This is because of a bug where the VS Code extension doesn't generate the project files correctly the first time, you can check it out here).
You'll need to be using the VS Code Editor Extension 1.2.0 (you can check which version you're using in the package manager) or later for that option to appear. Also if for whatever reason there are 2 .sln files in your project folder (I've had that happen before, though it's less likely), that also causes problems.
Ok. First, thanks to Lightning_A and Charleh!
The resolution to my specific circumstance was to install the VSCode extension "Unity Snippets Modified" https://github.com/with-heart/vscode-unity-snippets
I had been using https://github.com/kleber-swf/vscode-unity-code-snippets.
Perhaps it's just a matter of Kleber's extension, which is/was great, was broken upon updating Unity to 2020? I dunno and don't have the time to look into it, unfortunately.
Hopefully, my question, the answers I received, and my subsequent resolution saves others from the rabbit-hole I went down.
Again, thanks everyone!
I have been writing some code in WebStorm for a practice project. But the problem is, I have written some code today and the application seems to work fine, then tomorrow when I am writing some more code and the application is catching a bug which I am not able to debug, then I have to start all over again, which is pretty painful.
I would therefore like to save the code while it is working so that if required I can revert back to the last working version. I believe this is called version control and most people use GitHub for this, is it ?
I couldn't find a similar question. Maybe I am not using the correct keywords while searching.
Since merging in my co-worker's changes this morning, guard-livereload has stopped working. The javascript is being injected into the page, and guard does detect my browser, but no matter what files I modify, it simply does not reload whatsoever.
Here is my console output today, with livereload not working. Note that there is just zero output after detecting the browser - unlike other questions on stackoverflow, where livereload claims to be reloading but does not do anything. Here is my console output from the last time I was at work, when it did function correctly. The annoying thing is that ui.css.scss is the file I'm modifying now as well! My guardfile has not changed, I've checked.
Here is my bundle install output from this morning (my co-worker updated a bunch of gems). I'm using rack-livereload in lieu of a browser extension.
Any advice?
UPDATE: I've tried using the Livereload Chrome extension, but I get exactly the same (lack of) output, so I don't believe rack-livereload to be the culprit.
Found the solution, in part thanks to this.
It turns out Sublime Text 3's atomic save feature is what was preventing LiveReload from detecting changes to Sass files. Why it worked before a certain commit is beyond me...
Simply add "atomic_save": false to your Sublime settings to avert this.
Just to add an alternative solution - for me this was because I'd upgraded to rails 4.2 and changed my asset file names from .css.scss to .scss as per the recommendation in the logs.
Of course, when I checked my Guardfile I was still watching for .css files:
... (css|js|html|png|jpg) ... { |m| "/assets/#{m[3]}" }
A simple change from watching for css to scss like so:
... (scss|js|html|png|jpg) ... { |m| "/assets/#{m[3]}" }
and all fixed!