First Impressions on Script Inspector

Yes, this script is being edited right inside Unity

Yes, this script is being edited right inside Unity

If you build games with Unity on your PC, you have the option of using the Industry Standard for coding in C#: Visual Studio. Go you!

But if you develop on a Mac like me, you notice VS doesn’t have a Mac alternative. (Any day now… any day now… I just know it!)

Anyway, like most Apple heads, I pretty much stick to the default MonoDevelop which ships with Unity. I probably don’t hate it as much as so many others I know, but I can’t say I love it either. Which is why my wandering eye occasionally looks for another lover. And thus I started an affair with Script Inspector — which got some recent attention for being a Unity finalist on the Asset Store.

Unlike MonoDevelop, Script Inspector is actually embedded in Unity. So instead of bouncing back and forth between apps, I can just edit right there in a native Unity pane. But even better, I can open — wait for it… — multiple scripts in separate windows at the same time. Yes, in that sense it’s more of an actual IDE than MonoDevelop is.

The autocomplete functionality is decent, though you can tell it’s a bit new to the product. The undo is technically there but doesn’t tap into the existing Unity’s undo, so the shortcut is different. Probably my favorite thing so far is the custom console window. While it appears pretty much identical to the default, it has a nice context menu that lists every script used in the call stack. When clicking the script in the list you want, it goes straight to the calling line. Handy!

My plan is to truck this through with this editor for around a week and see if it sticks.