Unity3D stores .csproj files in many places that are needed for debugging.
Assets, Packages (for custom ones or dev), Library\PackageCache (for downloaded ones), and Unity will generate .csproj files for code under their assembly definitions.
For example these .csproj files VS-Code will not open that were generated off Unity's assembly definition.
Since MS is dropping VS for macOS, developing plugins like this now become almost impossible on macOS in VS-Code (the only option is now Rider making any Open-Source projects hard to contribute). Package dev also runs into this issue as well.
Extension version: 0.9.0
VS Code version: Code 1.81.1 (6c3e3dba23e8fadc360aed75ce363ba185c49794, 2023-08-09T22:22:42.175Z)
OS version: Windows_NT x64 10.0.22621
Modes:
Type: Feature Request
Unity3D stores .csproj files in many places that are needed for debugging. Assets, Packages (for custom ones or dev), Library\PackageCache (for downloaded ones), and Unity will generate .csproj files for code under their assembly definitions.
In short they can live all over the place. Ideally I imagine this proper .sln support gets added to the C# DevKit. The "vscode-solution-explorer" is along the lines of the correct approch here FYI. https://marketplace.visualstudio.com/items?itemName=fernandoescolar.vscode-solution-explorer
For example these .csproj files VS-Code will not open that were generated off Unity's assembly definition. Since MS is dropping VS for macOS, developing plugins like this now become almost impossible on macOS in VS-Code (the only option is now Rider making any Open-Source projects hard to contribute). Package dev also runs into this issue as well.
Extension version: 0.9.0 VS Code version: Code 1.81.1 (6c3e3dba23e8fadc360aed75ce363ba185c49794, 2023-08-09T22:22:42.175Z) OS version: Windows_NT x64 10.0.22621 Modes: