Search Issue Tracker
By Design
Votes
2
Found in
5.5.2f1
Issue ID
895546
Regression
No
MonoDevelop is not finding references when define symbols used
Repro steps:
1. Open attached project.
2. Open Target.cs script with MonoDevelop
3. Make sure only Target.cs tab is open
4. Press "Find References" on Test method
Expected result: 4 references found.
Actual result: No references found.
Reproduced on :
5.2.4f1 , 5.6.0f1 , 2017.1.0a3.
MonoDevelop versions: 4.0.1 , 5.9.6.
By design because:
"It is not finding a reference from any code that is not being compiled and it is treating #ifdef code as non-existing."
Notes:
Referencing code has to be in #if UNITY_EDITOR or another unity defined statement to reproduce this issue.
When scripts are open in MonoDevelop editor - references are found correctly in those scripts.
Visual Studio finds references as expected.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UnityYamlMerge.exe doesn't correctly handle merge conflicts in modified properties on a prefab variant
- Inconsistent color scheme in "Details" section of "Select Presets" inspector window
- Crash on __pthread_kill when launching Editor via command-line with "-disableManagedDebugger" argument
- [VFX] Deleting “New Group Node” name doesn’t allow to type or add new name
- [VFX] Creating a long Group Node name breaks nodes boarders
ZuuksDev1
Apr 28, 2017 07:16
no it is an actual bug!
when using define symbols (!)inversed status it is working reverse way.
1. Add "!CustomDefine" from player settings (notice ! sign)
2. Use "#if !CustomDefine" from scripts (it is true in this case)
3. Close defined script
4. Find references from target function
Result: References finding is successful.