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Visual Studio Code Otomatik Tamamlamama Hatası!

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  • Visual Studio Code'da tanımladığım modülleri otomatik tamamlama ile tamamlamıyor.

    Sorun nedir bilen varsa yardım edebilir mi?


    Visual Studio Code Otomatik Tamamlamama Hatası!
    Visual Studio Code Otomatik Tamamlamama Hatası!







  • olması gereken dediğin extension indirmiş bir şeye hata demeden önce kullandığın şeyin özelliklerini bil

    < Bu ileti DH mobil uygulamasından atıldı >
  • Restrop kullanıcısına yanıt
    Unity3D için kullanıcam, gerekli eklentileri defalarca indirdim.
  • imanlipattis İ kullanıcısına yanıt
    indirdiğin eklentileri atsana

    < Bu ileti DH mobil uygulamasından atıldı >
  • Restrop kullanıcısına yanıt
    Visual Studio Code Otomatik Tamamlamama Hatası!
  • Benim için bunun tek çözümü visual studionun normal sürümünü indirip unity dosyalarını indirdikten sonra visual studio code a geçmek oldu evet manasız oluyor ama hız bakımından çok daha hızlı çalışıyor böylece.
  • SirusBro kullanıcısına yanıt
    Visual Studio'da var, Unity3D dosyalarını indirdim çalışıyor fakat VS Code'da yine aynı sorunu yaşıyorum.
  • Sorunu büyük ihtimalle çözdünüz fakat başka kişiler de bu sorunu yaşayabilir diye yazıyorum. Unity'de Edit>Preferences>External Tools>External Script Editor kısmında Visual Studio seçili olması gerekiyor.




    < Bu mesaj bu kişi tarafından değiştirildi Haxrein -- 11 Ekim 2020; 1:27:43 >
  • Ek bir bilgi vereyim: Bu, kodu tamamlama olayına "Intellisense" deniyor. Sorunu devam edenler bu şekilde aratabilirler çözüm yolları için.

  • Fulton F kullanıcısına yanıt
    Visual Studio 'daki Intellisense 'i VIM ve Emacs gibi editörlere ekleyen OmniSharp plugin'ini deneme amaçlı olarak kullanıyorum ve standart CSharp uygulamalarında sorunsuz çalışıyor fakat modül import ederek, o modül içindeki sınıflar üzerinde denemedim. Deneyebilmem için modül dosyası (sanırım DLL ) .sln veya .csproj dosyasında nasıl ekleniyor o eklendiği satırların yapısını bilmem gerekli cunku o satırı elle ekleyeceğim. Hiçbir bilgisayarımda VS kurulu değil; o yüzden deneyemiyorum. Sen bakabilir misin örnein Unity modulu eklendiğnde .sln ve/veya .csproj dosyasına o nasıl ekleniyor? Fkaat Unity cok büyük bir modül, örnek amaçlı sıfırdan bir .sln oluşturarak daha basit cok temel bir modül ekleyerek onda nasıl olduğuna bakabilir misin ? ona göre ben de OmniSharp'ta denerim.

    < Bu ileti mini sürüm kullanılarak atıldı >
  • quote:

    Orijinalden alıntı: Tuğkan-0153

    Visual Studio 'daki Intellisense 'i VIM ve Emacs gibi editörlere ekleyen OmniSharp plugin'ini deneme amaçlı olarak kullanıyorum ve standart CSharp uygulamalarında sorunsuz çalışıyor fakat modül import ederek, o modül içindeki sınıflar üzerinde denemedim. Deneyebilmem için modül dosyası (sanırım DLL ) .sln veya .csproj dosyasında nasıl ekleniyor o eklendiği satırların yapısını bilmem gerekli cunku o satırı elle ekleyeceğim. Hiçbir bilgisayarımda VS kurulu değil; o yüzden deneyemiyorum. Sen bakabilir misin örnein Unity modulu eklendiğnde .sln ve/veya .csproj dosyasına o nasıl ekleniyor? Fkaat Unity cok büyük bir modül, örnek amaçlı sıfırdan bir .sln oluşturarak daha basit cok temel bir modül ekleyerek onda nasıl olduğuna bakabilir misin ? ona göre ben de OmniSharp'ta denerim.

    Hocam modülün eklendiği satırları nasıl bulacağım? Bunun dışında Unity modülünde Intellisense Unity sınıflarında sorunsuz çalışıyor. Ama Unity'de şu var, Unity içerisinden de IDE olarak VS'yu belirtmek gerekiyor Intellisense'ın çalışması için.





  • Fulton F kullanıcısına yanıt
    Unity veya başka herhangi bir modülün eklendiği bir VS projen varsa, proje kök dizini altındaki .sln dosyasında geçiyor olabilir.

    Bendeki OmniSharp'ta sorunsuz çalışan fakat hiçbir modülün eklenmediği Permutasyon adlı bir projenin .sln dosyası.

    Bold yaptığım kısım veya altında Unity modülü bilgisi geçiyor olabilir.

    quote:


    Microsoft Visual Studio Solution File, Format Version 8.00
    Project("{32C267B3-C1A4-57B8-91D4-A71B75718B3F2}") = "Permutasyon", "Permutasyon.csproj", "{0B42D1D2-411B-436A-81B9-40AAC98D01CF}"
    ProjectSection(ProjectDependencies) = postProject
    EndProjectSection
    EndProject

    Global
    GlobalSection(SolutionConfiguration) = preSolution
    Debug = Debug
    Release = Release
    EndGlobalSection
    GlobalSection(ProjectDependencies) = postSolution
    EndGlobalSection
    GlobalSection(ExtensibilityGlobals) = postSolution
    EndGlobalSection
    GlobalSection(ExtensibilityAddIns) = postSolution
    EndGlobalSection
    EndGlobal


    .csproj dosyasında da geçiyor olabilir. Bendeki .csproj dosyası:

    quote:

    <VisualStudioProject>
    <ECSHARP
    ProjectType = "Local"
    ProductVersion = "7.10.3077"
    SchemaVersion = "1.0"
    ProjectGuid = "{0B42D1D2-411B-436A-81B9-40AAC98D01CF}">
    <Build>
    <Settings
    ApplicationIcon = ""
    AssemblyKeyContainerName = ""
    AssemblyName = "Permutasyon"
    AssemblyOriginatorKeyFile = ""
    DelaySign = "false"
    OutputType = "WinExe"
    OutputFileFolder = "\Permutasyon"
    RootNamespace = "Permutasyon"
    StartupObject = "">
    </Settings>
    </Build>

    <Files>
    <Include>
    <File
    RelPath = "Permutasyon.cs"
    SubType = "Code"
    BuildAction = "Compile" />
    </Include>
    </Files>
    </ECSHARP>
    </VisualStudioProject>

    < Bu ileti mini sürüm kullanılarak atıldı >




  • quote:

    Orijinalden alıntı: Tuğkan-0153

    Unity veya başka herhangi bir modülün eklendiği bir VS projen varsa, proje kök dizini altındaki .sln dosyasında geçiyor olabilir.

    Bendeki OmniSharp'ta sorunsuz çalışan fakat hiçbir modülün eklenmediği Permutasyon adlı bir projenin .sln dosyası.

    Bold yaptığım kısım veya altında Unity modülü bilgisi geçiyor olabilir.

    quote:


    Microsoft Visual Studio Solution File, Format Version 8.00
    Project("{32C267B3-C1A4-57B8-91D4-A71B75718B3F2}") = "Permutasyon", "Permutasyon.csproj", "{0B42D1D2-411B-436A-81B9-40AAC98D01CF}"
    ProjectSection(ProjectDependencies) = postProject
    EndProjectSection
    EndProject

    Global
    GlobalSection(SolutionConfiguration) = preSolution
    Debug = Debug
    Release = Release
    EndGlobalSection
    GlobalSection(ProjectDependencies) = postSolution
    EndGlobalSection
    GlobalSection(ExtensibilityGlobals) = postSolution
    EndGlobalSection
    GlobalSection(ExtensibilityAddIns) = postSolution
    EndGlobalSection
    EndGlobal


    .csproj dosyasında da geçiyor olabilir. Bendeki .csproj dosyası:

    quote:

    <VisualStudioProject>
    <ECSHARP
    ProjectType = "Local"
    ProductVersion = "7.10.3077"
    SchemaVersion = "1.0"
    ProjectGuid = "{0B42D1D2-411B-436A-81B9-40AAC98D01CF}">
    <Build>
    <Settings
    ApplicationIcon = ""
    AssemblyKeyContainerName = ""
    AssemblyName = "Permutasyon"
    AssemblyOriginatorKeyFile = ""
    DelaySign = "false"
    OutputType = "WinExe"
    OutputFileFolder = "\Permutasyon"
    RootNamespace = "Permutasyon"
    StartupObject = "">
    </Settings>
    </Build>

    <Files>
    <Include>
    <File
    RelPath = "Permutasyon.cs"
    SubType = "Code"
    BuildAction = "Compile" />
    </Include>
    </Files>
    </ECSHARP>
    </VisualStudioProject>

    Hocam bende .sln veya .csproj dosyalarını açınca yine direkt proje kısmı açılyıor. Yani Unity'de kodlarımı yazdığım script kısım açılıyor. Normal VS projelerinde de programı kodladığım yer açılıyor. Yani söylediğiniz kısımlara ulaşamıyorum. Bilemiyorum belki VS'da daha farklıdır işleyiş. Veya bu dosyaları başka şekilde mi açmak lazım?


    Bir de Unity'de VS içerisinde Solutions penceresinde Proje isminin altında Assembly-CSharp.dll'nin ismi yazıyor direkt.




    < Bu mesaj bu kişi tarafından değiştirildi Fulton -- 11 Ekim 2020; 19:29:42 >




  • Fulton F kullanıcısına yanıt
    proje kök dizinine gidip oradaki .sln ve .csproj dosyalarını notepad veya ultraedit gibi metin editörüyle açmalısın. VS içinden açıyorsan VS kendi formatıyla gösterebilir. Yine birşey cıkmazsa OmniSharp'ın dokumantasyonuna bakmam gerekecek.

    < Bu ileti mini sürüm kullanılarak atıldı >
  • quote:

    Orijinalden alıntı: Tuğkan-0153

    proje kök dizinine gidip oradaki .sln ve .csproj dosyalarını notepad veya ultraedit gibi metin editörüyle açmalısın. VS içinden açıyorsan VS kendi formatıyla gösterebilir. Yine birşey cıkmazsa OmniSharp'ın dokumantasyonuna bakmam gerekecek.

    .sln dosyası:



    Kod

    Yığını:
    Microsoft Visual Studio Solution File, Format Version 11.00 # Visual Studio 2010 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{D73F25FD-0967-E2C5-855B-58BD7828B007}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{5D4DF995-E3F8-23DF-9117-0D5F1343AFD9}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor-firstpass", "Assembly-CSharp-Editor-firstpass.csproj", "{0E792FD0-FADE-5AF0-12D7-EE4904F111A6}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU Release|Any CPU = Release|Any CPU EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {D73F25FD-0967-E2C5-855B-58BD7828B007}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {D73F25FD-0967-E2C5-855B-58BD7828B007}.Debug|Any CPU.Build.0 = Debug|Any CPU {D73F25FD-0967-E2C5-855B-58BD7828B007}.Release|Any CPU.ActiveCfg = Release|Any CPU {D73F25FD-0967-E2C5-855B-58BD7828B007}.Release|Any CPU.Build.0 = Release|Any CPU {5D4DF995-E3F8-23DF-9117-0D5F1343AFD9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {5D4DF995-E3F8-23DF-9117-0D5F1343AFD9}.Debug|Any CPU.Build.0 = Debug|Any CPU {5D4DF995-E3F8-23DF-9117-0D5F1343AFD9}.Release|Any CPU.ActiveCfg = Release|Any CPU {5D4DF995-E3F8-23DF-9117-0D5F1343AFD9}.Release|Any CPU.Build.0 = Release|Any CPU {0E792FD0-FADE-5AF0-12D7-EE4904F111A6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {0E792FD0-FADE-5AF0-12D7-EE4904F111A6}.Debug|Any CPU.Build.0 = Debug|Any CPU {0E792FD0-FADE-5AF0-12D7-EE4904F111A6}.Release|Any CPU.ActiveCfg = Release|Any CPU {0E792FD0-FADE-5AF0-12D7-EE4904F111A6}.Release|Any CPU.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection GlobalSection(MonoDevelopProperties) = preSolution StartupItem = Assembly-CSharp.csproj EndGlobalSection EndGlobal



    .csproj dosyası:



    Kod

    Yığını:
    <?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">  <PropertyGroup>   <LangVersion>4</LangVersion>  </PropertyGroup>  <PropertyGroup>   <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>   <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>   <ProductVersion>10.0.20506</ProductVersion>   <SchemaVersion>2.0</SchemaVersion>   <RootNamespace></RootNamespace>   <ProjectGuid>{D73F25FD-0967-E2C5-855B-58BD7828B007}</ProjectGuid>   <OutputType>Library</OutputType>   <AppDesignerFolder>Properties</AppDesignerFolder>   <AssemblyName>Assembly-CSharp</AssemblyName>   <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>   <FileAlignment>512</FileAlignment>   <BaseDirectory>.</BaseDirectory>  </PropertyGroup>  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">   <DebugSymbols>true</DebugSymbols>   <DebugType>full</DebugType>   <Optimize>false</Optimize>   <OutputPath>Temp\bin\Debug\</OutputPath>   <DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_2_15;UNITY_2018_2;UNITY_2018;PLATFORM_ARCH_64;UNITY_64;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITES;ENABLE_GRID;ENABLE_TILEMAP;ENABLE_TERRAIN;ENABLE_TEXTURE_STREAMING;ENABLE_DIRECTOR;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_TIMELINE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;ENABLE_MONO_BDWGC;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_VIDEO;ENABLE_PACKMAN;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_LOCALIZATION;PLATFORM_STANDALONE_WIN;PLATFORM_STANDALONE;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_EVENT_QUEUE;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_AR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;CROSS_PLATFORM_INPUT</DefineConstants>   <ErrorReport>prompt</ErrorReport>   <WarningLevel>4</WarningLevel>   <NoWarn>0169</NoWarn>   <AllowUnsafeBlocks>False</AllowUnsafeBlocks>  </PropertyGroup>  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">   <DebugType>pdbonly</DebugType>   <Optimize>true</Optimize>   <OutputPath>Temp\bin\Release\</OutputPath>   <ErrorReport>prompt</ErrorReport>   <WarningLevel>4</WarningLevel>   <NoWarn>0169</NoWarn>   <AllowUnsafeBlocks>False</AllowUnsafeBlocks>  </PropertyGroup>  <PropertyGroup>   <NoConfig>true</NoConfig>   <NoStdLib>true</NoStdLib>   <AddAdditionalExplicitAssemblyReferences>false</AddAdditionalExplicitAssemblyReferences>   <ImplicitlyExpandNETStandardFacades>false</ImplicitlyExpandNETStandardFacades>   <ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>  </PropertyGroup>  <ItemGroup>   <Reference Include="UnityEngine">    <HintPath>C:\Program Files\Unity\Editor\Data\Managed/UnityEngine/UnityEngine.dll</HintPath>   </Reference>   <Reference Include="UnityEditor">    <HintPath>C:\Program Files\Unity\Editor\Data\Managed/UnityEditor.dll</HintPath>   </Reference>  </ItemGroup>  <ItemGroup>    <Compile Include="Assets\_Completed-Game\Materials\KupunHareketi_.cs" />    <Compile Include="Assets\_Completed-Game\Scripts\CameraController.cs" />    <Compile Include="Assets\_Completed-Game\Scripts\PlayerController.cs" />    <Compile Include="Assets\_Completed-Game\Scripts\Rotator.cs" />    <Compile Include="Assets\SampleScenes\Menu\Scripts\MenuSceneLoader.cs" />    <Compile Include="Assets\SampleScenes\Menu\Scripts\PauseMenu.cs" />    <Compile Include="Assets\SampleScenes\Menu\Scripts\SceneAndURLLoader.cs" />    <Compile Include="Assets\SampleScenes\Scripts\CameraSwitch.cs" />    <Compile Include="Assets\SampleScenes\Scripts\LevelReset.cs" />    <Compile Include="Assets\SampleScenes\Scripts\ParticleSceneControls.cs" />    <Compile Include="Assets\SampleScenes\Scripts\PlaceTargetWithMouse.cs" />    <Compile 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    < Bu mesaj bu kişi tarafından değiştirildi Fulton -- 11 Ekim 2020; 21:7:30 >




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mesajınız kopyalandı (ctrl+v) yapıştırmak istediğiniz yere yapıştırabilirsiniz.