Closed nfantone closed 7 years ago
My pull request did change the launch command on OSX, so it would launch the vscode indicated by the selected vscode path
https://github.com/dotBunny/VSCode/pull/114/files
This pull request was merged, but a later commit https://github.com/dotBunny/VSCode/commit/1e1a2e01c83a01c356dd6317b1fba2ae9771f30f
did change this back to the old behavior, feeling like the file content was replaced by an older version during conflict resolution.
I think the intent with the below block was to stick to using the typical launch properties, I'll grab the latest insiders and see about that tonight ... I 'thought' this would have handled it. Maybe its the wrong domain.
#if UNITY_EDITOR_OSX
proc.StartInfo.FileName = "open";
// Check the path to see if there is "Insiders"
if (CodePath.Contains("Insiders"))
{
proc.StartInfo.Arguments = " -n -b \"com.microsoft.VSCodeInsiders\" --args " + args.Replace(@"\", @"\\");
}
else
{
proc.StartInfo.Arguments = " -n -b \"com.microsoft.VSCode\" --args " + args.Replace(@"\", @"\\");
}
proc.StartInfo.UseShellExecute = false;
#elif UNITY_EDITOR_WIN
proc.StartInfo.FileName = CodePath;
proc.StartInfo.Arguments = args;
proc.StartInfo.UseShellExecute = false;
#else
proc.StartInfo.FileName = CodePath;
proc.StartInfo.Arguments = args.Replace(@"\", @"\\");
proc.StartInfo.UseShellExecute = false;
#endif
Everything is working fine with:
On Thu, Aug 11, 2016 at 10:28 AM, Matthew Davey notifications@github.com wrote:
I think the intent with the below block was to stick to using the typical launch properties, I'll grab the latest insiders and see about that tonight ... I 'thought' this would have handled it. Maybe its the wrong domain.
if UNITY_EDITOR_OSX
proc.StartInfo.FileName = "open";
// Check the path to see if there is "Insiders" if (CodePath.Contains("Insiders")) { proc.StartInfo.Arguments = " -n -b \"com.microsoft.VSCodeInsiders\" --args " + args.Replace(@"\", @"\\"); } else { proc.StartInfo.Arguments = " -n -b \"com.microsoft.VSCode\" --args " + args.Replace(@"\", @"\\"); } proc.StartInfo.UseShellExecute = false;
elif UNITY_EDITOR_WIN
proc.StartInfo.FileName = CodePath; proc.StartInfo.Arguments = args; proc.StartInfo.UseShellExecute = false;
else
proc.StartInfo.FileName = CodePath; proc.StartInfo.Arguments = args.Replace(@"\", @"\"); proc.StartInfo.UseShellExecute = false;
endif
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@frankprogrammer How did you install the plugin? Did you use the Asset Store? Are you on OSX?
@reapazor I don't believe the domain is the problem here. As I mentioned in #118 , if you edit proc.StartInfo.UseShellExecute = false;
and set it to true
, the editor opens just fine (along with a warning in Unity's console).
Ahh i was just looking at the top of that issue, i see what you mean. Is that specific to insiders only?
Ah didn't see this issue was talking about the Asset Store version originally. I got it through GitHub on June 23rd and it has updated on its own a couple of times. Update Timer set to 1 Day. Running OS X 10.11.3 and 10.11.6. Also tried it with Unity 5.4.0f3 and it works too. Everything checked in settings except Always Write Launch File and my VS Code Path is /Applications/Visual Studio Code - Insiders.app
All my proc.StartInfo.UseShellExecute are set to false.
On Thu, Aug 11, 2016 at 2:00 PM, Nicolás Fantone notifications@github.com wrote:
@frankprogrammer https://github.com/frankprogrammer How did you install the plugin? Did you use the Asset Store? Are you on OSX?
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So maybe I am doing something wrong. Just now, I created a new project, installed the plugin from scratch, activate it and still nothing.
Could somebody else try it out and report?
On Aug 11, 2016 7:41 PM, "Frank Ramirez" notifications@github.com wrote:
Ah didn't see this issue was talking about the Asset Store version originally. I got it through GitHub on June 23rd and it has updated on its own a couple of times. Update Timer set to 1 Day. Running OS X 10.11.3 and 10.11.6. Also tried it with Unity 5.4.0f3 and it works too. Everything checked in settings except Always Write Launch File and my VS Code Path is /Applications/Visual Studio Code - Insiders.app
All my proc.StartInfo.UseShellExecute are set to false.
On Thu, Aug 11, 2016 at 2:00 PM, Nicolás Fantone <notifications@github.com
wrote:
@frankprogrammer https://github.com/frankprogrammer How did you install the plugin? Did you use the Asset Store? Are you on OSX?
— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/dotBunny/VSCode/issues/119#issuecomment-239290878, or mute the thread https://github.com/notifications/unsubscribe-auth/ ACPba7461yLmJKime1sWdIxXY8FW_pjYks5qe41ggaJpZM4JhyH1 .
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I'm closing this, but reopen if it still presists in the latest of all things :)
As described in https://github.com/dotBunny/VSCode/issues/118#issuecomment-238012101, selecting "Assets > Open C# Project in Code" or clicking the "Open" button on the inspector for script files, doesn't seem to have any effect.
Using:
1.5.0-insider
2.7
5.4f3
More on PR https://github.com/dotBunny/VSCode/issues/118.