How to Unity3D – Use MonoDevelop Script Editor and Debug Project

unity-logoIn this tutorial, you’ll see a project configured with MonoDevelop. And how to run and debug it.

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Steps

  1. Open the ‘Example’ project
  2. Choose a Script Editor
  3. Add breakpoint in source code
  4. Attach Script Editor to Unity3D
  5. Debug

1. Open the ‘Example’ project

In Unity3D:

  • Projects > Open > ‘Example’ > (wait) > Open Scene > ‘Sample Scenes Scenes/car.unity’
  • Edit > Play > (test it) > Play (or click Play button, or press Ctrl+P)

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2. Choose a Script Editor

In Unity3d:

  • Edit > Preferences > External Tools > ExternalScriptEditor: ‘MonoDevelop’
  • Assets > Open C# Project

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3. Add Breakpoint in source code

In MonoDevelop:

  • Open ‘SampleScenes/Menu/Scripts/MenuSceneLoader.cs’
  • Add a breakpoint to line 14

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4. Attach Script Editor to Unity3D

In MonoDevelop:

  • Run > Attach to process > Unity3d > Attach

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5. Debug

In Unity3d:

  • Edit > Play
  • (it’s in pause now, stopped at the breakpoint line)

In MonoDevelop:

  • Run > Continue Debugging (or click Continue button or press F5)

In Unity3d:

  • (play with it)

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Conclusion

Pros: MonoDevelop is more productive than editing script in simple text editor or in Unity3d (compilation,  warnings, autocomplete, etc). It’s light on CPU/RAM consumption.

Cons: Need to switch between Editor and Unity to run each debug. It’s also a little unstable (copy/paste from webbrowser sometime copy empty chars, compilation shutdown, etc).

Here is the same project opened on VisualStudio, MonoDevelop and a text Editor.

resources

Source

https://github.com/DamienFremont/blog/tree/master/20170603-unity3d-use-monodevelop-script-editor-and-debug/

References

http://answers.unity3d.com/questions/1240640/how-do-i-change-the-default-script-editor.html

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