This project is intended to provide to Visual Studio a better understanding of Unity projects by adding new Unity-specific diagnostics or by removing general C# diagnostics that do not apply to Unity projects.
Check out the list of analyzers and suppressors defined in this project.
If you have an idea for a best practice for Unity developers to follow, please open an issue with the description.
For building and testing, you'll need the .NET Core SDK. We recommend using the .NET Core SDK Version 3.1.100 (LTS) or later.
This project is using the DiagnosticSuppressor
API to conditionally suppress reported compiler/analyzer diagnostics. This API is available starting with Visual Studio 2019 16.3 or Visual Studio for Mac 8.3. On Windows, you'll need the Visual Studio extension development workload installed to build a VSIX to use and debug the project in Visual Studio.
For unit-testing, we require Unity to be installed. We recommend using the latest LTS version for that.
Everything can be compiled and deployed using the command line:
Compiling the main project only:
dotnet build .\src\Microsoft.Unity.Analyzers
Unit-Testing:
dotnet test .\src\Microsoft.Unity.Analyzers.Tests
Compiling all projects and deploying analyzers/suppressors as a VSIX extension into the Visual Studio Experimental Instance:
msbuild .\src\Microsoft.Unity.Analyzers.sln
The easiest way to compile and debug interactively is to use Visual Studio 2019 :
- Load the
Microsoft.Unity.Analyzers.sln
solution. - Set
Microsoft.Unity.Analyzers.Vsix
as your startup project. - Hit play (Current Instance) to start debugging an experimental instance of Visual Studio 2019.
- Load any Unity project in the VS experimental instance then put breakpoints in the Analyzer project using the VS main instance.
Starting with Visual Studio Tools for Unity 4.3.2.0 (or 2.3.2.0 on MacOS), we ship and automatically include this set of analyzers/suppressors in all projects generated by Unity (using <Analyzer Include="..." />
directive).
The downside of this is when trying to debug your own solution is to find yourself with duplicated diagnostics because Visual Studio will load both:
- the project-local analyzer that we release and include automatically, through the
<Analyzer Include="..." />
directive. - the VSIX extension you deployed, that will apply analyzers/suppressors to all projects in the IDE.
To disable the project-local analyzer, and keeping a workflow compatible with Unity re-generating project files on all asset changes, you can add the following script in an Editor
folder of your Unity project to disable all local analyzers loaded with <Analyzer Include="..." />
directive.
using UnityEditor;
using System.Text.RegularExpressions;
public class DisableLocalAnalyzersPostProcessor : AssetPostprocessor
{
public static string OnGeneratedCSProject(string path, string content)
{
return Regex.Replace(content, "(\\<Analyzer)\\s+(Include=\".*Microsoft\\.Unity\\.Analyzers\\.dll\")", "$1 Condition=\"false\" $2");
}
}
To easily create a new analyzer, you can use the following command:
dotnet run --project .\src\new-analyzer
This will automatically create source files for the analyzer, associated tests and add resource entries.
This project welcomes contributions and suggestions. Please have a look at our Guidelines for contributing.