JetBrains / JetBrains/resharper-unity
Open Unity asset should have option to open yaml file
- Dominant language
- C#
- Stars
- 1.2k
- Forks
- 142
- PR merge metrics
- No merged PRs in 30d
Description
When I search for usages of a symbol, I get uses in Unity files - like prefabs. Great.
If I try to open that file, focus is moved to Unity, and a "usages of X" window is popped up.
Often, it would be much more convenient for me to just open the correct location in the prefab file. It's much faster to edit the value directly in the yaml document than to find the same thing by clicking in the window in Unity, opening the inspector, finding the value, and then changing it.
You throw up a big warning when I edit a prefab file from Rider, but I'm familiar enough with Unity to know when I should and should not edit those files, and very often it's fine to do it directly.
Could this be an opt-in option in the Unity plugin? When "Parse text based assets for script and event handler usages", I would like to open the text based asset in Rider when selecting those uses, instead of being kicked over to Unity.
Contributor guide
Research direction
No files or tests are named. Start by locating the Unity plugin setting "Parse text based assets for script and event handler usages" and the code that handles selecting those usages. Done means an opt-in choice opens the text-based asset at the relevant YAML location instead of transferring focus to Unity, while preserving the existing behavior by default.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100