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パブリックロードマップで表明した通り、12月のUnity 5.3からMonoDevelopが MonoDevelop-Unity 5.9 に変わります。MonoDevelop-Unity 5.9 はこのブログ記事を書いている時点で最新の安定版MonoDevelopであり、MonoDevelop 4.0.1 から多くの改善点や修正が組み込まれています。

md-5.9-debug

MonoDevelop-Unity 5.9では、私たちは新しいワークフローの改善を追加しました。以前のように “Attach to Process”ダイアログボックスからアタッチするプロセスを選択してデバッグを開始するというワークフローの代わりに、MonoDevelop-Unity 5.9ではスクリーンショットの赤いオレンジ枠にあるターゲット選択リストにアタッチ可能なUnityのターゲットが出るようになり、”Run”ボタンを押すだけで1クリックで選択したターゲットにアタッチしてデバッグを開始出来るようになりました。

monodevelop-mac-ime

さらに日本の開発者にとって嬉しいのは、長年あったMac版のMonoDevelopで日本語の入力が出来ない問題が解消されて、日本語入力が可能になったことです。

MonoDevelop-Unity 5.9 は今日から試すことが出来ます。フォーラムからMonoDevelop-Unity 5.9 プレビュービルドをダウンロードしてください。フォーラムへのフィードバックは大歓迎です!MonoDevelop-Unity 5.9はMonoDevelop 4.0.1をそのまま置換でき、Unity 4.6およびUnity 5で利用出来ます。最低必要スペックについてはフォーラムのスレッドを確認してください。

スクリプトデバッグの修正

MonoDevelop-Unityのアップグレードの他に、私たちはMonoDevelop-Unity と Visual Studio Tools for Unityの両方に関係する、スクリプトデバッグの問題修正に取り組んでいます。

Unity 5.3で修正されたスクリプトデバッグの重要な問題はこちら。これらの修正は、Unity 5.2.1p4にも適用されています:

  • switch文でのステップ実行で発生した問題の修正。
  • 何度も連続してステップ実行してブレークポイントに到達するとUnityがたまにクラッシュする問題の修正。
  • ポーズ後にステップ実行するとUnityがクラッシュする問題の修正。
  • Resources.Loadやシリアライゼーションを使う他のUnity APIをステップオーバーする問題の修正。
  • GameObject.GetComponents<Component>() のようにジェネリック型の配列を返すジェネリックメソッドを評価しようとするときにUnityがクラッシュする問題の修正。

また、私たちはMonoDevelop-Unity 5.9 特有のスクリプトデバッグの問題についても修正しました。

修正された重要なMonoDevelop-Unity 5.9 特有の問題はこちら:

  • ブレークポイントを有効・無効に切り替える時に “The requested item has been unloaded” となる問題の修正。
  • Enum型を評価するときに”The requested item has been unloaded” となる問題の修正。
  • “Debugger operation failed. Argument cannot be null” エラーの修正。

MonoDevelop-Unity 5.9プレビュービルドのダウンロードはフォーラムでどうぞ。

MonoDevelopとUnityのREST統合

MonoDevelop-Unity とUnityの連携は現在、ソリューションファイル(.sln) とプロジェクトファイル(.csproj)を通して実現されています。

このやり方はUnityでスクリプトファイルの追加・削除や移動、名前の変更に合わせて毎回ソリューションとプロジェクトファイルを更新しなければならず、理想的とは言いがたいところです。Unityがソリューションとプロジェクトファイルをディスクに書いたら、MonoDevelopは毎回これをリロードしなければなりません。UnityとMonoDevelopが直接通信し、UnityでAssetsフォルダーの変更がおきるたびにMonoDevelopがアップデートされるほうがより良いアプローチです。

ソリューションファイルを使う方法のもう一つの問題は、UnityとMonoDevelopでは同じC#コンパイラーを使っていないというものです。これはMonoDevelopで出る警告やエラーがUnityで出るものと一致しないとか、Unityではコンパイル出来るがMonoDevelopではコンパイル出来ない(あるいはその逆)といったことが発生します。

これらの問題を解決してより深い統合をUnityとMonoDevelop間で実現するために、現在私たちはMonoDevelopとUnityがRESTを介して通信する新しい機能を実装しています。これはどういうことかというと、MonoDevelopとUnityがネットワークソケットを介して直接やりとりするようになり、ソリューションやプロジェクトファイルが不要になるということを意味します。

その代わり、MonoDevelopはUnityからRESTメッセージとして送られたAssetsフォルダーの階層を表示します。MonoDevelop上のAssetsフォルダーのビューはUnityでAssetsフォルダーのファイル構造が変わる度にアップデートされます。さらに、MonoDevelop上からAssetsフォルダーのビューに対してファイルの追加・削除・移動や名前の変更などを直接行うことも可能で、これらの操作を行うと内部ではUnityに直接アクションが伝えられます。UnityがそのアクションをMonoDevelopから受け取ってファイルに対する操作を行うと、こんどはUnityからMonoDevelopに対してAssetsフォルダーのファイル構造が更新されたという通知が送られ、MonoDevelop上のAssetsフォルダービューが自動的に更新されます。

下記のスクリーンショットはMonoDevelop上のUnityのAssetsフォルダービューの見た目です。おそらく、リリース時にはもうちょっと変更すると思います。

md-rest-5.9-preview-new2

MonoDevelopはスクリプトのコンパイルに関してもRESTサービスを使用します。Unityがスクリプトをコンパイルすると、その結果をMonoDevelopに返します。たとえば上記のスクリーンショットでは、Unityでビルドした結果がMonoDevelopに送られて表示されています。

RESTサービスはファイル操作やスクリプトのコンパイルに限りません。RESTサービスは公開できるあらゆるUnityの機能に対して潜在的には利用可能です。

こちらにMonoDevelopとUnityのREST統合で予定している機能の一部を紹介します:

  • MonoDevelopとUnity間の、ファイルを介さないプロジェクト・ソリューションの同期。
  • Assetsフォルダー上のファイルの追加・削除・リネーム・移動操作に対する双方向の即時同期。
  • 一貫したビルドの振る舞い。スクリプトをかならずUnityでビルドし、Unityでのビルド結果をMonoDevelopから表示する。
  • MonoDevelopからPlayボタンを押すことでUnityにアタッチするとともにゲームも開始(Playモードに移行)する。

UnityとMonoDevelopのREST統合は現在、Unity 5.5での導入に向けて開発中です。進捗とアップデートについては今後またブログで共有いたしますので、ぜひご注目くださいね!

78 コメント

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  1. Lukasz Paczkowski

    12月 14, 2015 9:03 am

    Please use the forum thread below for any general MonoDevelop feedback you might have that is not directly related to this blog post.

    http://forum.unity3d.com/threads/monodevelop-feedback.373772/

  2. Chase Holton

    12月 13, 2015 2:44 am

    Just updated to Unity 5.3 and love it! My only issue right now is that MonoDevelop 5.9 is now no longer refactoring or using autocomplete. It drives me crazy! I’ve tried clearing out all the .sln files and all that from the project root folder but to no avail… super frustrating! Is anyone else experiencing this? If I set my IDE to a previous version of MonoDevelop (I think its 4.1) it works normally. What do I do!?

    1. Lukasz Paczkowski

      12月 14, 2015 9:02 am

      Could you repost this issue in this thread? With details of which OS you are using and your Unity installation and project setup, so we can try to reproduce this issue.

      http://forum.unity3d.com/threads/monodevelop-feedback.373772/

  3. Why I can’t see implementation code of assembly in Mono 5.9.

    1. Lukasz Paczkowski

      12月 14, 2015 8:59 am

      In the Assembly Browser you need to change Language from “Summary” to “C#” and possibly “Visibility” from “Only public members” to “All members”

  4. PewPewLazers

    12月 8, 2015 8:54 pm

    I just recently updated to Unity 5.3 which came with the update to Monodevelop (5.9). I now cannot do any debugging in UnityScript. My entire game was written in UnityScript. How can I fix this issue? I’ve tried installing and uninstalling a few times now to no avail.

    1. Lukasz Paczkowski

      12月 9, 2015 7:40 am

      UnityScript debugging should be working. Try recompiling and regenerating .sln file. If the issue persists, please file a bug report.

  5. I posted the comment twice by mistake, delete this one an apologies! Not trying to spam the thread, I have no relation with Consulo developer

  6. I was using this in the last few weeks: https://github.com/consulo/consulo
    Is a fork of IntelliJ with support for Unity including debugging and, TBH, was like find water on the desert!

    The project is maintained by a single guy and I’m sure that with a bit of love from Unity will be able to go much farder.

    1. I use IDEA at work and at home, it is very productive. JetBrains won’t deal with C#, because they sell ReSharper. I tried Consulo for Unity project, it’s really good. Also, it is a known fact that Googles’ Android Studio is based on IntelliJ IDEA.

  7. Thanks for continuing to support/improve Monodevelop. I’m reading a disproportionate number of complaints about Monodevelop.

    I’ve used to for several years now on a part-time basis and it’s been great. Autocomplete, refactoring and debugging all work as advertised. It does some funky magical renaming of scripts when you refactor the name of monobehavior classes. But once you get used to it, it’s pretty nice actually.

    I tried VS with Unity. I’ve used VS a lot over the years for C++ and C# development but with Unity I found it was perhaps, overkill. Monodevelop gets out of my way and let me just code. So thanks for supporting it.

  8. I just hope that someday you completely remove it. I’ve never had a good experience with monodevelop my whole career with unity. On every version bundled with unity its always been completely broken.

    Obscure Error messages all the time. My scripts will randomly just not save and I don’t realize it until 20min of debugging when I decide to check out the file in another editor. It’s always been painful and unusable.

    Right now I’m using Atom and without the integration my experience has been so much better.

  9. Why haven’t you just integrated a script editor directly into Unity like Godot engine?

    1. Lukasz Paczkowski

      11月 1, 2015 9:59 am

      We are unable to provide debugging support in the editor due to how the debugger works. See my reply to JC about Script Inspector 3 below for more details.

  10. Martin Bergström

    10月 30, 2015 2:50 pm

    Are there any disadvantages of using Xamarin Studio with Unity? I’ve been using that for some time now, and it seems to work fine together with auto-completion and so on, but at the same time I’m just scratching on the surface when it comes to scripting in Unity so there could be something missing I guess.

    1. Lukasz Paczkowski

      11月 1, 2015 9:58 am

      Xamarin Studio is a rebranded version of MonoDevelop. Xamarin work on the MonoDevelop source and then release MonoDevelop as Xamarin Studio along with their own add-ins. So MonoDevelop-Unity 5.9.6 and Xamarin Studio 5.9.6 are based upon the same source code.

      The main disadvantage with Xamarin Studio is that you do not get Unity script debugging support, as this requires our custom debugger add-in which is included in MonoDevelop-Unity. Some more details here: http://forum.unity3d.com/threads/monodevelop-unity-5-9-preview-release.350016/page-2#post-2297959

      1. Martin Bergström

        11月 2, 2015 4:03 pm

        I see – thank for the info Lukasz!

      2. It’d be great to document the debugger API along with the REST API so that other people could build integrations into better tools than MonoDevelop which has always been a pretty poor experience on OS X.

  11. just to say Thank you.
    I like mono and don’t use VS.

  12. Just this …

    “Fixed “The requested item has been unloaded” when evaluating enums.”

    … makes the upgrade worth for me.

  13. Gregory Pierce

    10月 26, 2015 8:31 pm

    This is a very substantial announcement if properly implemented. If you guys really build out everything using RESTful web services, this opens the door for pretty much ANY tool to be integrated with Unity without having to worry about the integration of a UnitySDK or anything similar. I like where you guys are heading with this one because one could start building their own homegrown tools for Unity in a consistent manner.

    Hopefully you guys will provide strong documentation for this (or at least stronger than what we got for uNet ;) ).

  14. Don’t get me wrong, updating MD is cool, but when will you actually update Mono Framework?

    1. It’s on the roadmap: https://unity3d.com/unity/roadmap
      No timelines yet though. IL2CPP will have to be stable and available on all platforms first. I doubt it’s gonna be in the 5.x cycle

  15. Korean comment out does not work well
    letters disappears sometimes
    it was no problem at ver.4.0.1

    1. Actually there was tiny bug(last letter is disappear until press spacebar key) at 4.0.1

      1. Lukasz Paczkowski

        10月 26, 2015 9:17 am

        Thanks for reporting this issue. We will look into it.

  16. Rodolfo Rubens

    10月 25, 2015 2:16 am

    Well, you guys could wait for MonoDevelop 6 then, they will include a dark skin… :/

    1. Lukasz Paczkowski

      10月 26, 2015 9:16 am

      We will upgrade to MonoDevelop 6 once it is stable.

  17. One more thing — would it be possible to be able to look at the Unity editor, including seeing the scene/game view, while stopped at a breakpoint in the MonoDevelop debugger? I don’t know how feasible this is, but that would be very useful! Even a non-interactive snap-shot of the game window before the break would quite useful.

    1. Lukasz Paczkowski

      10月 26, 2015 9:15 am

      This is an interesting idea, I’ve added it to my list of things to look into.

      It will not be possible to view the editor/game view in the editor while debugging due to all managed threads being suspended. But we might be able to do something where you can request snapshots using the REST service and then display them in MonoDevelop.

      1. Cool, thanks for looking into the snapshot idea. And thanks in general for these technical blog posts — it’s encouraging to see Unity moving towards a stronger and stronger technical architecture.

  18. I use Mono Development for debugging and this sounds like a nice set of improvements.

    Please can you keep the sln/csproj as an option so that us vim users can continue to happily use omnisharp-vim for smart code completions? And of course publish the REST API so the vim community can eventually plug into that way of doing thing also.

    1. Lukasz Paczkowski

      10月 26, 2015 9:10 am

      Yes, the .sln/.csproj generation will remain available.

  19. Will it be possible to have .Net 4.X framework then? Because, I’m looking for Oracle database connectivity from Unity3d generated game but so far, it’s hard to find if this is supported, see https://www.google.fr/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=unity3d+Oracle+database

    1. Lukasz Paczkowski

      10月 23, 2015 7:13 pm

      No. This change does not change the .NET profile (version) supported by the Mono runtime in Unity. This is only an upgrade of the external MonoDevelop application and unrelated to the Mono/.NET version used in Unity.

      .NET Profile Upgrade in Unity is currently on our Roadmap under “Research”.

  20. Any improvements to MonoDevelop are highly welcomed by our studio, are you currently investigating the possibility of adding conditional breakpoints or variable/data change interrupt breakpoints?

    1. Lukasz Paczkowski

      10月 23, 2015 7:08 pm

      Conditional breakpoints should already be working. You can right-click on a breakpoint in the breakpoints window and select “Properties” and then set a condition. Or right-click on a breakpoint on the line and select “Breakpoint properties”.

      1. Great to hear this is supposed to work! Whenever I’ve tried this, the conditional options are greyed out. I figured they weren’t supposed to work. Is there some reason they might be greyed out?

  21. Can’t you push it back to 5.4 C’mon :)

  22. Unity now is ridiculous silly roadmap.

  23. I honestly have no problem using monoDevelope but improvements are welcomed. I love the idea of writing my scripts outside the editor which gives me a whole lot of room for the game design which just feels awesome and natural. Thanks Unity ;)

  24. I wish I could say I’m happy about this announcement, but I’m honestly not. I’m so not sure having such an intimate relationship with third-party editors like Mono-Develop and now Visual Studio on windows, is a good idea. My Reasons:

    1.) Bloat: The current version of Mono Develop that ships with Unity is 333.5 MB (OSX version). Correct me if I’m wrong but I’m pretty certain most devs don’t use a much of the extra features that mono develop ships with.

    2.) It’s not UnityLike: Unity prides itself in it’s Elegant UI. Mono develop in recent times has tried to be that but is still not quite there yet. It still does feel like a completely different app. The User Experience is not necessarily bad. It’s just very different from what we’re used to in Unity.

    3.) Fragmentation: Unity now ships with Visual Studio on windows. It now has to focus on getting integration right on that front as well in addition to mono develop. Sounds like a wasteful use of dev resources.

    4.) Integrated IDEs: Devs are buying ‘Script Inspector 3’ for an extra $55. If that does not tell you Mono develop isn’t well suited for the job, I’m not sure what does. in fact I suggest Unity acquire it and use that as the default. Double clicking a Unity script for another application to open just feels unnatural.

    5.) Ownership: Unity should work more towards the ownership of the tools that come out of their box. By all means allow third-parties to integrate but leave them as third-parties. Owning most of the technology inspires confidence amongst your users. Because we know if there is a lingering bug we do not have to wait for some third-party to fix it.

    6.) Debugging: The way script debugging in unity works right now is a pain. The scene being debugged is in one application (Or device) and the script is in another. Let’s not forget the profiler by the way, which sits in a different window from the script. Think of the pain devs go through when switching windows trying to find script bottlenecks. Basically if you don’t have 2 monitors, you’re screwed.

    7.) Everything else is inside the editor: We call Unity an integrated dev. environment. This is almost true. Even the somewhat controversial service-oriented features are now build into the editor. Why is the one part of the tool where Devs spend quite a bit of time sitting outside the editor?

    I could go on and on, but I kinda feel like this is a debate you guys are having in-house so I’ll just leave it to your better judgement.

    Regards,
    K

    1. Lukasz Paczkowski

      10月 23, 2015 8:55 am

      1) The reason for the huge size on OSX is because we bundle the Mono framework with in the MonoDevelop.app. We do this to make sure that MonoDevelop always works regardless of whether you have the Mono framework installed in OSX or not.

      2) We are working towards streamlining the MonoDevelop experience and if you have any suggestions for what could be improved let us know!

      3) I think it is a good thing that developers have some script editor choices to choose from.

      4) See another comment below regarding Script Inspector 3.

      5) MonoDevelop is an open source app and even though we do not drive the development of it, we are actively working on fixing issues and improving the Unity development experience.

      6) Having the debugger/code editor and your application as separate apps is probably the most common way of development. We are currently unable to provide debugging functionality in the editor. See Script Inspector 3 comment below for more details.

      7) You could argue the same about any application that is used for creating assets used in Unity.

      If you have any concrete suggestions or things you would like to have improved in MonoDevelop, please let us know so we can work towards improving scripting experience. Thanks!

      1. Thanks for your responses.
        With regards to point 7. You’re absolutely right. You could argue that. The only exception is that those tools don’t ship with Unity so why does mono develop have to ship with Unity? I guess you can again argue that if I don’t like it I can just delete it. But I don’t want to have to always download it as part of the editor whenever I do a QA update. A good compromise might be to treat it as a separate package during installation. Much the same way the Web Player and support packages are treated. My thoughts.

        1. Lukasz Paczkowski

          10月 26, 2015 9:08 am

          There have been some talks internally about having MonoDevelop be a separate download, so this is very likely to happen in the future.

  25. I like Visual Studio code

  26. Adams Immersive

    10月 23, 2015 4:06 am

    If Select All (Command-A) works instead of executing misc. random commands, I will weep salty tears of joy! :)

    (Sometimes I want to analyze or Find-and-Replace my code in another app, or copy an old script into a new empty one. Select All—Copy would be awesome!)

    1. Paulo Godinho

      10月 23, 2015 5:11 am

      Yes you can Selected All with Cmd+A, it is also possible to see the value of Enum types when debugging!

  27. input chinese ?

    1. HyperQuantum

      10月 23, 2015 6:05 am

      Do you mean the interface language in Chinese?
      Or the programming language in Chinese, which is not possible…?

    2. Lukasz Paczkowski

      10月 23, 2015 8:34 am

      The localized Japanese version of this blog post shows support for Japanese/Chinese characters.

  28. This is good, but what I could really use is better autocomplete when using Unityscript.

    1. They’ve already said on the forums that Unityscript has no real future so I doubt that’s going to happen.

    2. Lukasz Paczkowski

      10月 23, 2015 8:30 am

      There is no active development going on for improving UnityScript support in MonoDevelop. We recommend that developers use C# for the best scripting experience.

      1. Using Unitycript makes no sense now. In my opinion, Unity technologies should give it up as quickly as possible. C# is a perfect language for Unity. For a bigger projects I prefer C++ that’s why I use UE4, but as soon as I get something to do with Unity, I will be using C# only.

  29. Would be just brilliant if monodev would run properly without the user beeing an admin on the klient aswell. It’s been a bummer for years in school environments…

    1. Lukasz Paczkowski

      10月 23, 2015 8:29 am

      What are the exact issues you are experiencing and under which circumstances?

      1. Well, unless your an admin user on OS X monodev won’t run at all. Anyway that’s been how we’ve been experiencing it for a couple of years.

        1. In order for it to work, you have to move it (MonoDevelop app) outside the Unity folder, into the Applications folder.

  30. This sounds very useful. Smart move using REST it would be awesome to be able to write editor extensions that could communicate with external apps, Adobe-CEP like extensions bring to mind all kinds of integration ideas.

  31. Awesome, updated MonoDevelop! Thanks also for fixing Visual Studio integration in 5.2.2 !
    Can’t wait for 5.3 to try Multi-scene Editing, IAP, SSRR and Host Migration! . . .

  32. Thanks for the news! Excited to see how this update will pan out.

    I have been using Script Inspector 3 for about 2 months now, and feel that its a better script editor than Mono give or take a few issues with UnityScript. Are there any plans of Unity moving in a similar direction?

    1. Lukasz Paczkowski

      10月 23, 2015 8:27 am

      Script Inspector 3 is awesome, we have been playing around with it a bit internally.

      However, there is a technical issue that is blocking us from providing such a in-editor solution as a replacement for MonoDevelop or any other external script editor. And that is that the Mono debugger works by suspending all managed threads when using breakpoints/stepping, including the main thread which the play mode/your scripts run in. This is what you see when Unity “locks up” when debugging. So it is currently impossible to provide a script editor inside the Unity editor that supports debugging.

      1. Thanks Lukasz for trying out Script Inspector 3 and for liking it! I feel very honoured =)

        I know about the technical limitations and I’ve been looking for various ways to overcome them. Your comment has actually inspired me to try a little bit harder and finally I managed to open a fully working and interactive Si3 window on hitting a breakpoint! And it runs in the same process, the one being debugged and the one which has all of its managed threads suspended… Which is pretty amazing and almost unbelievable but now it’s also proven to be doable, YAY! =)

        See my post about that

        This only shows that Unity is an incredibly powerful and fascinating engine since it allows such things to be done by 3rd party developers! And that’s why we all love it so much!!! :-)

        1. Lukasz Paczkowski

          11月 23, 2015 8:55 am

          Hi!

          Sounds like you solved a “impossible” problem and I can’t wait to try out the Si3 debugger :-)

  33. Does this mean still custom MonoDevelop builds and not a plugin? If so, please work on the plugin direction for the future

    1. Lukasz Paczkowski

      10月 22, 2015 7:39 pm

      We are implementing this a separate add-in for MonoDevelop, however due to some incompatibilities between the latest MonoDevelop debug client and the debug server in our Mono, it will most likely be necessary to use our build of MonoDevelop for full debugging support in Unity.

      I’ve answered this in greater detail here: MonoDevelop Add-in instead of Custom version of MonoDevelop

  34. Please also support adding/removing compilation Defines. Every time I edit the Compilation Defines in Unity PlayerSettings my Projects get rebuilt.

    Please help the UnityVS Guys (Microsoft, right? :) ) to integrate this into their Visual Studio Extension.

    Thank you for listening to the Feedback and improving the coding experience! :D

    1. Isnt it completely logical the project is rebuild? That is the whole idea!

    2. Lukasz Paczkowski

      10月 23, 2015 8:15 am

      Changing compilation defines requires a recompile for the defines to have effect on your code.

      We are together with Microsoft to provide the best possible integration.

      1. “Every time I edit the Compilation Defines in Unity PlayerSettings my Projects get rebuilt.” . . . I think I was not clear enough. :)

        I meant the C-Sharp Projects get rebuilt.

        So when I edit my Compilation Defines in Unity (of course Unity has to recompile). But when I switch to my Visual Studio Solution. Visual Studio tells me that my C-Sharp Projects got modified and have to be reloaded, resulting in a wait time. The same problem when adding/removing a Code File.

        With the REST API and the UnityVS Extension it should be possible that Unity tells Visual Studio that the Compilation Defines have changed and then Visual Studio just adjusts the Project File instead of rewriting it from scratch. Just like when you edit the Compilation Defines directly inside Visual Studio.

  35. Thanks for the update :)

    I’m using the new MonoDevelop for quite some time now (starting with alpha and now with the beta). It’s a lot better than what we used to have ! (BTW i am on OSX so i can’t use Visual Studio).

    Out of curiosity – what did you choose REST as the communication layer, as opposed to, say, named pipes (e.g: cross process communication on the same box) ?

    1. Lukasz Paczkowski

      10月 22, 2015 7:15 pm

      We wanted to make it as easy as possible for other editors to support these features without having to reply on possibly OS specific features.

  36. Will it be possible to send custom data via REST? Like messaging between MonoDevelop plugin and Editor script?

    1. Lukasz Paczkowski

      10月 22, 2015 3:52 pm

      What kind of custom data would you like to send via REST?

  37. What about REST integration for Visual Studio?

    1. Lukasz Paczkowski

      10月 23, 2015 8:12 am

      We are actively working together with Microsoft to provide the best possible integration for Visual Studio as well. More details will be shared when we are further along in the development of the REST integration.

      1. Thanks for the comment! All this monodevelop talk is nice, but most serious developers prefer Visual Studio.