I use UnityVS generate visual studio project, but project file *.CSharp.csproj could not open.
I find the problem is that ProjectTypeGuids use a unkown type : E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1 , and google also could not tell me what's that.
anyone has the same problem?
The project file is :
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{70B74EA9-8515-0DD0-B4E6-E001BFFC1148}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace></RootNamespace>
<AssemblyName>Assembly-CSharp</AssemblyName>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<TargetFrameworkIdentifier>.NETFramework</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<TargetFrameworkProfile>Unity Subset v3.5</TargetFrameworkProfile>
<CompilerResponseFile></CompilerResponseFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\UnityVS_bin\Debug\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<DefineConstants>DEBUG;TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_TERRAIN;ENABLE_SUBSTANCE;ENABLE_GENERICS;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_2_2;UNITY_4_2;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\UnityVS_bin\Release\</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<DefineConstants>TRACE;UNITY_STANDALONE_WIN;ENABLE_MICROPHONE;ENABLE_TEXTUREID_MAP;ENABLE_AUDIO_FMOD;UNITY_STANDALONE;ENABLE_MONO;ENABLE_TERRAIN;ENABLE_SUBSTANCE;ENABLE_GENERICS;ENABLE_MOVIES;ENABLE_WWW;ENABLE_IMAGEEFFECTS;ENABLE_WEBCAM;RENDER_SOFTWARE_CURSOR;ENABLE_NETWORK;ENABLE_PHYSICS;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_SHADOWS;ENABLE_AUDIO;ENABLE_DUCK_TYPING;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;UNITY_4_2_2;UNITY_4_2;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Reference Include="mscorlib" />
<Reference Include="System" />
<Reference Include="System.XML" />
<Reference Include="System.Core" />
<Reference Include="Boo.Lang" />
<Reference Include="UnityScript.Lang" />
<Reference Include="UnityEngine">
<HintPath>Library\UnityAssemblies\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>Library\UnityAssemblies\UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Assets\Scripts\scaleform\SFCamera.cs" />
<Compile Include="Assets\Scripts\scaleform\SFCxForm.cs" />
<Compile Include="Assets\Scripts\scaleform\SFDisplayInfo.cs" />
<Compile Include="Assets\Scripts\scaleform\SFDisplayMatrix.cs" />
<Compile Include="Assets\Scripts\scaleform\SFEvents.cs" />
<Compile Include="Assets\Scripts\scaleform\SFGamepad.cs" />
<Compile Include="Assets\Scripts\scaleform\SFInitParams.cs" />
<Compile Include="Assets\Scripts\scaleform\SFKey.cs" />
<Compile Include="Assets\Scripts\scaleform\SFLifecycleEvent.cs" />
<Compile Include="Assets\Scripts\scaleform\SFManager.cs" />
<Compile Include="Assets\Scripts\scaleform\SFManager_Imports.cs" />
<Compile Include="Assets\Scripts\scaleform\SFMovie.cs" />
<Compile Include="Assets\Scripts\scaleform\SFMovie_Imports.cs" />
<Compile Include="Assets\Scripts\scaleform\SFRTT.cs" />
<Compile Include="Assets\Scripts\scaleform\SFSentinal.cs" />
<Compile Include="Assets\Scripts\scaleform\SFValue.cs" />
<Compile Include="Assets\Scripts\scaleform\SFValue_Imports.cs" />
<Compile Include="Assets\Scripts\UI\MyCamera.cs" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\SyntaxTree\UnityVS\2012\UnityVS.CSharp.targets" />
</Project>
Open Unity scripts in Visual Studio Once Visual Studio is set as the external editor for Unity, double-clicking a script from the Unity editor will automatically launch or switch to Visual Studio and open the chosen script.
Check that Visual Studio is set as your external script editor in Unity using Edit / Preferences / External Tools . Depending on your Unity version: Check that the Visual Studio plugin is installed in Unity. Help / About should display a message like Microsoft Visual Studio Tools for Unity is enabled at the bottom.
Set Visual Studio as your default script editor To set your default script editor manually: Go to Edit > Preferences. Open the External Tools menu. Click on the External Script Editor dropdown and select Microsoft Visual Studio.
This typically happens in three different scenarios:
There's also the case where you haven't installed the .NET 3.5 framework which is required by Unity (Unity's class library is a subprofile of .NET 3.5), but the error message is usually explicit about this.
I've fixed this issue by removing and installing UnityVS again. The "Repair" function of UnityVS installer has not changed anything, so I needed to uninstall it completely first.
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