I would like to create custom Path Macros in Visual Studio. I know there is another topic on this but that one only works for Visual C++ projects. I'm not writting a C++ project so the Property Manager isn't available.
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I have a working Visual Studio C++ project of about 4000 lines that I need to move the source to VS Code but I am not familiar with VS Code yet. Is there a defined method or tool for importing projects?
I have added a C++ extension and searched for vs code import discussions.
Can the unity External script editor be extended to open up different extensions with different editors?
I want to use vscode to open .shader files, while I want CSharp scripts to use Visual Studio. With the External script editor I can only set one editor for all extensions.
I had this question myself, and I found a workaround. Not the solution I was hoping for, but still good enough for me.
You can set Visual Studio as the main editor for all extension in Unity. Then, from Visual Studio, you can set the .shader extension to be edited by default using Visual Studio code.
To do this:
Go in Unity -> Edit -> Preferences -> External Tools and set External Script Editor to Visual Studio. I also ticked all the tickboxes to make sure all files were generated; this is useful because when opening an asset file it will appear with its contextual files in VS Solution Explorer, which makes the next step easier.
Create a Shader and double click it to open it up in Visual Studio.
In Visual Studio, go to the Solution Explorer and right click the .shader file, then select Open With.... Scroll to find Visual Studio Code, and click Set as Default.
From now on, every time you edit a Shader file, Visual Studio will fire up, then Visual Studio code will open up immediately thereafter, with the shader file in it.
This will reuse an open instance of Visual Studio if it is already open, which is what I have most of the time, so the overhead of opening up Visual Studio to open Visual Studio code is nullified most of the time for me.
I have a couple of projects with bdsproj files and I know they were created with Borland Delphi 2005. Is there a way to open these projects in Visual Studio Code? What settings must be present?
There is no support for .bdsproj files in OmniPascal.
You can load the corresponding .dpr files of the projects in order to get code completion etc but there is no support for automatic generation of build tasks.
Is there a option to create new files like in Eclipse? When I create a new file in Eclipse, there is a dialog with classname, main method, etc.
I want to do this in Visual Studio Code too. I don't really want to write a class from nothing by myself :D.
This is currently not supported. Visual Studio Code is more lightweight than Eclipse and Visual Studio.
I have written a PowerShell script that takes a single file as an argument and runs a compare to another file in the background. I'd like to be able to right click a file in Team Foundation Server's Solution Explorer, and choose that file as the argument for my script. I've done the exact same thing for files in the Windows Explorer, but I can't quite figure out how to do it for TFS.
I thought the registry items to be edited would be located at HKCU\Software\Microsoft\VisualStudio\11.0\TeamFoundation\SourceControl\, but I added an item the same way I added it to the Windows Explorer shell, to no avail. Can anyone point me in the right direction?
I don't think adding a key to Registry will be enough, you will need to create a Visual Studio Extension for that.
Developing Visual Studio Extensions
Extend Visual Studio
Creating Extensions By Using the VSIX Project Template
There is this SO thread that shows how to do this strictly in Visual Studio using Options -> External Tools and Options->Customizing the context menu.
Add an Item to the visual studio folder right-click menu within AddIn