IExternalCodeEditor
Defines the responsibilities of handling external script editor integration into UnityEditor.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Interface
- Namespace: Unity.CodeEditor
- Assembly: UnityEditor.CoreModule
public interface IExternalCodeEditor
Properties
Property | Description |
|---|---|
| Installations | Provide the editor with a list of known and supported editors that this instance supports. |
Methods
Method | Description |
|---|---|
| Initialize | Callback to the IExternalCodeEditor when it has been chosen from the PreferenceWindow. |
| OnGUI | Unity calls this method when it populates "Preferences/External Tools" in order to allow the code editor to generate necessary GUI. For example, when creating an an argument field for modifying the arguments sent to the code editor. |
| OpenProject | The external code editor needs to handle the request to open a file. |
| SyncAll | Unity calls this function during initialization in order to sync the Project. This is different from IExternalCodeEditor.SyncIfNeeded in that it does not get a list of changes. |
| SyncIfNeeded | When you change Assets in Unity, this method for the current chosen instance of IExternalCodeEditor parses the new and changed Assets. |
| TryGetInstallationForPath | Unity stores the path of the chosen editor. An instance of IExternalCodeEditor can take responsibility for this path, by returning true when this method is being called. The |