Hey folks, this is the latest video of Si3 in action showing how it feels like to work with it.
The video also shows some of the lesser known or recently added features of Si3:
- Generating message handlers (Unity magic methods)
- Generating properties for existing fields
- Quick Find Next/Previous
- Save & Compile on entering game mode
- Open attached MonoBehaviour scripts by drag & drop
- Go to compile error from SI Console
Give it a like if you think it deserves one 🙂 and then share it with your friends 😉
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I recently purchased your product. But HOW DO I GET IT TO WORK? Where is the manual showing how to use it to open scripts? I don’t understand why this isn’t stated plainly.
Hi Malo Sal! Nothing unusual is required, just import it and make sure there are no compile errors, same as with any other plugin. Check the included readme.txt for instructions, useful links, keyboard shortcuts, etc. but it’s plain simple – select a script and Si3 will show up in the Inspector tab, or double-click a script and it will open in a new Si3 tab. 🙂
Feel free to email me if there’s any issue with that and I’ll guide you!
Thanks!!!
hey man. I am considering to get Si3 for myself after I used it for a while on my programmers computer. But one slight thing that gets me off is the code appearing in inspector. Its distracting and weird looking. Any way I can remove that component and just get the new windows for double clicking on scripts?
Yes, you can. Simply comment out line 22 in ScriptInspector.cs and save the change. Let Unity compile and that’s it. Line 22 is the one that attributes the class to make Unity use it as a custom inspector for scripts.
Keep in mind there are many other ways to open a script, like for example by dragging scripts to an already open Si3 tab. This method will not change the selection, so Inspector will not show the script. You can also drag scene objects or prefabs to open scripts attached to them. You can search for any script anywhere in the project. Or you can open them using the standard OS open file dialog. Or by double-clicking console log entries. You can also navigate to the call stack of log entries. And there are a couple of more other ways 😉
Hello, I’d like to add some custom editor feature by using FGTextBuffer, is there any Simple Demo or Document for it ?
Hi there! There’s no documentation or a simple demo for it, but I can help you implement your idea if you tell me what it is, so please feel free to email me, and let’s do that together. 🙂
Hi! Thank you for this amazing piece of software! I have 2 questions:
1. Are there any docs for Script Inspector?
2. Is there any way to show comments above function definitions when using Intellisense hints? I’d like to see what my functions and parameters are supposed to be doing :).
Thanks so much, Marcin!
1. The included _readme.txt contains some helpful info, and there’s a list of keyboard shortcuts for Windows here:
https://cheatography.com/sarper/cheat-sheets/script-inspector-3-windows/
and for macOS here:
https://cheatography.com/flipbookee/cheat-sheets/script-inspector-3-os-x/
2. Currently no, but I plan to include those comments in the hints. Until then, I guess you’d have to go to the definition to see the comments (F12 on PC, Cmd-Y on Mac) and then return where you were (by pressing the Go To Definition shortcut again, or Alt+Left Arrow key).