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Save van800/4cbc81c32e41db89155bb66fa68ca4b0 to your computer and use it in GitHub Desktop.
moved to https://github.com/JetBrains/Unity3dRider |
@indieforger Thank you for the ideas.
I think more official Rider name will be set when Rider public EAP will start. So I will try submitting again after that.
Google search led me to amount of people suffering because Unity Asset Store team rejects their assets, and they all get the same message. I have answered the email, but haven't got the answer. Not surprised. I haven't found the support email for the asset store.
Also got this bit of info from https://rider-support.jetbrains.com/hc/en-us/community/posts/207243685-Unity3D-support
One thing to bear in mind before you go too far down the road here -- in the not so distant future, Unity will be replacing their debugger/script execution integration with a REST based API, which might be a little more approachable in terms of doing clean 3rd party integration. See http://blogs.unity3d.com/2015/10/22/monodevelop-roadmap/. This is currently listed as alpha on the roadmap, which means it's being worked on, but there's no scheduled release and it's not available to the general public as yet.
Just wanted to say this fixed the problem I was having of Rider not seeing main-project symbols when editing editor-project files. Thanks!
If you still need to contact Unity about submitting your plugin, you can contact support using this form: https://unity3d.com/contact/get-in-touch
(Ricardo from Unity)
I am watching jetbrains' project-rider-a-csharp-ide.
What the speaker mentioned is Project Rider is just a codename for the product. It is going to be called something else eventually.
If folks at Unity are aware of that, perhaps that is the reason they didn't accept your plugin @van800.
Also, if you take a look at unity feedback comments here LukaszUnity said:
Hope it helps everyone who ventures to your gist.