目前推薦使用: https://code.visualstudio.com/
From: http://blog.jidanke.com/2015/04/13/Sublime-for-Unity3D/
終于無法忍受MonoDeveloper的龜速悲敷,決心換一個(gè)工具作為Unity3D的代碼編輯器俭令。看身邊的朋友開始用Sublime瓢湃,清涼快速理张、自動(dòng)補(bǔ)全绵患、內(nèi)置構(gòu)建、配色豐富落蝙,總之一個(gè)字,酷赚瘦!
于是請教余老板給配置了個(gè)同樣的環(huán)境,這里記錄下過程起意,分享給大家病瞳。
環(huán)境要求:
已安裝Unity3D已安裝Sublime Text 3
步驟一:給Sublime安裝PackageControl
具體方法見PackageControl的官方網(wǎng)站,如果已安裝請?zhí)^套菜。
步驟二:為Sublime安裝OmniSharp插件
OmniSharp只支持Sublime Text 3,請?jiān)赑ackage Control中進(jìn)行安裝逗柴。在Sublime里按Cmd+Shift+P,輸入“Install Package”渣蜗,回車旷祸。在PackageControl的列表中搜索“OmniSharp”耕拷,進(jìn)行安裝托享。
安裝完后,菜單選擇 Preferences > Settings - More > Syntax Specific - User
填入以下內(nèi)容并保存
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{ "auto_complete": true, "auto_complete_selector": "source - comment", "auto_complete_triggers": [ {"selector": "source.cs", "characters": ".<"} ],}
步驟三:為Sublime安裝Unity3D Build System插件
經(jīng)測試赃绊,通過Package Control安裝的這個(gè)插件在Sublime Text 3里面有問題辫诅,具體表現(xiàn)為Sublime的Packages目錄里相關(guān)文件沒有被下載,囧炕矮。不過我們可以手動(dòng)安裝者冤,選擇菜單:Sublime Text > Preferences > Browse Packages…在這個(gè)目錄里面運(yùn)行g(shù)it clone https://github.com/fredpointzero/UnityBuild.git “Unity3D Build System”
TIPS:后面必須加的”Unity3D Build System”參數(shù)档痪,否則不能正常運(yùn)行。
步驟四:設(shè)置Unity3D的默認(rèn)編輯器為Sublime
步驟五:創(chuàng)建項(xiàng)目的Sublime工程文件
在Sublime中腐螟,選擇菜單 File > Open…在文件選擇對話框中,打開Unity3D項(xiàng)目的文件夾衬廷,這時(shí)Sublime左側(cè)會(huì)有樹形目錄。
選擇菜單 Project > Save Project As…將sublime-project文件保存到Unity3D相應(yīng)項(xiàng)目的根目錄吗跋,并以項(xiàng)目名稱命名宁昭。例如:Unity3D項(xiàng)目中.Net工程文件為TestProject.sln,則保存為TestProject.sublime-project积仗。
NOTE:這里有兩個(gè)sln文件,一個(gè)是xxx.sln寂曹,另一個(gè)是xxx-csharp.sln,選用前者芬失。
修改sublime-project內(nèi)容為了更好適配Unity3D開發(fā),我們需要設(shè)置一下sublime工程文件。
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{ "folders": [ { "file_exclude_patterns": [ "*.dll", "*.meta", "*.asset", "*.unity", "*.ttf", "*.pdf", "*.unitypackage", "*.mdb", "*.prefab", "*.ogg", "*.controller", "*.anim", "*.jar", ".*" ], "folder_exclude_patterns": [ "Fonts", "Materials", "NGUIAtlas", "Prefabs", "StreamingAssets", "Images", "Scenes", ".*" ], "path": "Assets", "follow_symlinks": true } ], "solution_file": "./TestProject.sln"}
將其中的TestProject.sln改為你的工程文件名阶女。以后雙擊這個(gè)sublime工程文件就可以用Sublime打開工程。
步驟六:配置快捷鍵
代碼跳轉(zhuǎn)等功能會(huì)比較常用秃踩,我們把快捷鍵配置成和MonoDeveloper中一樣业筏。選擇菜單:Sublime Text > Package Settings > OmniSharp > KeyBindings User憔杨,替換成以下內(nèi)容并保存(感謝余老板提供:))蒜胖。
[ {"command": "omni_sharp_go_to_definition", "keys": ["super+d"]}, {"command": "omni_sharp_rename", "keys": ["alt+r"]}, {"command": "omni_sharp_find_usages", "keys": ["shift+super+r"]}, {"command": "omni_sharp_format_document", "keys": ["super+k"]}, {"command": "omni_sharp_code_actions", "keys": ["alt+enter"]}, {"command": "omni_sharp_new_file", "keys": ["super+alt+ctrl+c"], "args":{"paths": []}}, {"command": "omni_sharp_new_file", "keys": ["super+alt+ctrl+i"], "args":{"tmpltype":"interface","paths": []}}, {"command": "omni_sharp_hide_panel", "keys": ["alt+x"]}, {"command": "omni_sharp_show_panel", "keys": ["alt+z"]}, {"command": "omni_sharp_type_lookup", "keys": ["alt+\
"]},
{"command": "omni_sharp_run_unit_tests", "keys":["ctrl+shift+r"]},
{"command": "omni_sharp_build_project", "keys":["super+alt+b"]},
{"command": "omni_sharp_reload_solution", "keys": ["super+option+r"]},
{"command": "omni_sharp_fix_usings", "keys": ["option+super+u"]}]
`
經(jīng)過以上步驟,Sublime for Unity3D的環(huán)境就搭建完成寻狂,請自行試一下自動(dòng)補(bǔ)全、編譯等功能是否OK蛇券。這樣除了斷點(diǎn)調(diào)試,可以把MonoDeveloper晾一邊了:P