Download Monodevelop 4.2
1 Add the Mono repository to your system The package repository hosts the packages you need, add it with the following commands. 1 Add the Mono repository to your system The package repository hosts the packages you need, add it with the following commands. 1 Add the Mono repository to your system The package repository hosts the packages you need, add it with the following commands. Raspbian 9 sudo apt-key adv -keyserver hkp://keyserver.ubuntu.com:80 -recv-keys 3FA7E0328081BFF6A14DA29AA6A19B38D3D831EF echo 'deb raspbianstretch main' sudo tee /etc/apt/sources.list.d/mono-official.list sudo apt-get update Raspbian 8 sudo apt-key adv -keyserver hkp://keyserver.ubuntu.com:80 -recv-keys 3FA7E0328081BFF6A14DA29AA6A19B38D3D831EF echo 'deb raspbianjessie main' sudo tee /etc/apt/sources.list.d/mono-official.list sudo apt-get update 2 Install Mono sudo apt-get install mono-devel The package mono-devel should be installed to compile code. The package mono-complete should be installed to install everything - this should cover most cases of 'assembly not found' errors. The package mono-dbg should be installed to get debugging symbols for framework libraries - allowing you to get line numbers in stack traces. The package referenceassemblies-pcl should be installed for PCL compilation support - this will resolve most cases of 'Framework not installed:.NETPortable' errors during software compilation.
The package ca-certificates-mono should be installed to get SSL certificates for HTTPS connections. Install this package if you run into trouble making HTTPS connections. The package mono-xsp4 should be installed for running ASP.NET applications.
3 Verify Installation After the installation completed successfully, it's a good idea to run through the basic hello world examples on to verify Mono is working correctly. Notes Mono on Linux before 3.12 by default didn't trust any SSL certificates so you got errors when accessing HTTPS resources. This is not required anymore as 3.12 and later include a new tool that runs on package installation and syncs Mono's certificate store with the system certificate store (on older versions you had to import Mozilla's list of trusted certificates by running mozroots -import -sync). Some systems are configured in a way so that the necessary package isn't pulled in when Mono is installed, in those cases make sure the ca-certificates-mono package is installed. 1 Add the Mono repository to your system The package repository hosts the packages you need, add it with the following commands in a root shell.
CentOS 7 yum install yum-utils rpm -import 'yum-config-manager -add-repo CentOS 6 yum install yum-utils rpm -import 'yum-config-manager -add-repo 2 Install Mono yum install mono-devel The package mono-devel should be installed to compile code. The package mono-complete should be installed to install everything - this should cover most cases of 'assembly not found' errors. The package referenceassemblies-pcl should be installed for PCL compilation support - this will resolve most cases of 'Framework not installed:.NETPortable' errors during software compilation. The package xsp should be installed for running ASP.NET applications. 3 Verify Installation After the installation completed successfully, it's a good idea to run through the basic hello world examples on to verify Mono is working correctly.
This weekend I took some time to try and port the MonoDevelop.Debugger.Soft.Unity addins to Xamarin Studio. As it turns out it wouldn’t work, even when the addin compiled and loaded, because it relied on functionality that was added to the base MonoDebugger.Debugger.Soft namespace by Levi Bard; this add-in is built with MonoDevelop/Xamarin so instead I elected to fork the MonoDevelop 4.0 project from github, reintegrate these changes and build a MonoDevelop 4.0 package with the Unity soft debugger included. Refer to GitHUB if you are interested in the source.
GitHub:, Update 2015-07-22 After speaking to on of the kind developers at Unity3D who works on the MonoDevelop port it turns out that they have released some of their plugins for the latest version of Xamarin Studio through their website, as a beta, so that developers can use them. For this reason I will no longer be maintaining this project. The sources in Github will remain available for users of Unity 3.5 and Unity 4. Thanks for the support everyone. For those who are curious, this is the project I’ve been working on Globulousavailable on the OUYA, Android, and iOS. This entry was posted in on.
Post navigation. ↓. Lszt Finally I installed it with Unity. But I noticed some bugs (I use Windows 7 & Vista 64) – I can’t open only one instance of Xamarin with Unity.
Monodevelop Download Unity
When I double-clic on a script, it opens another Xamarin instance. – Xamarin sometimes has its top bar (with tab foreach script) which is blocked and I can’t click or close each script. I must closed it then re-opened it. – Debugger sometimes throw a lot of exceptions and don’t allow me to debug with unity-debugger & Xamarin. I f I notice other thing, I can post them here but I don’t think you can solve them all due to the unofficial add-ins 🙁. ↓.
greg hey Clifford, Thanks for your efforts – Unity with MonoDevelop 2.x is horrible! I tried your build above (MonoDevelop-Unity-4.0.9.15.dmg) along with the current Xamarin Studio installs (XamarinStudio-4.0.9, XamarinStudio-4.0.10beta) on OSX 10.8.4 but none of them work unfortunately. The main application menu doesn’t appear when using your MonoDevelop-Unity-4.0.9.15 or XamarinStudio-4.0.9, and XamarinStudio-4.0.10beta fails to start with an “add-in MacPlatform,4.0” error at launch. Hopefully things get fixed up soon and your add-in for debugging works (and/or the Unity devs sort things out properly.). ↓. admin Post author A quick search on Google shows that Xamarin studio has been having some odd issues with menu occasionally disappearing, the solution seems to be to uninstall Mono, and install the later (updated) version.
Per this forum: Xamarin 4.0.10beta is also giving me problems, won’t launch but it is a beta, hopefully this is resolved soon. Similarly, I am unable to even build addins for Xamarin 4.0.10 right now as their builder service seems to be offline. I’ll keep an eye on this so that hopefully shortly after 4.0.10 is working or released I can get the adding formally available. Esteban Hello there I just want to say great work and thanks a lot for sharing with the community. I’ve being looking for a better code editor for Unity quite some time without any luck, Xamarin seems to be very good, at least has all things I need the only thing is that I’m not able to get the debugger to attach the Unity process.
I added the MonoDevelop.Debugger.Soft.Unity-unity-staging to Content/MacOS/lib/monodevelop/AddIns and I’m able to see the attach to process command under run in Xamarin but when the attach to process window opens there is not process to select. Is there anything I’m doing wrong? Is there a way that you can tell me the steps to get it to work? I would really appreciate your help. Esteban Padilla. ↓.
admin Post author If you have not also grabbed the source from MonoDevelop and rebuilt, MonoDevelop.Debugger.Soft.DebuggerSession is going to silently throw a NotImplementedException when you try to attach the debugger, as MonoDevelop never actually implemented Attach to Process. We either have to wait for MonoDevelop 4.1 which should incorporate all the changes I made and pushed back to MonoDevelop, or you will need to grab the MonoDevelop sources and rebuild to ensure that you have a compatible MonoDevelop.Debugger.Soft library. ↓. Esteban Thanks so much for your reply I really appreciate.
I tried to build monoDevelop following the instructions on: I ran./configure and selected only Main, then I ran make and I got the errors: if test -d “.git”; then git submodule update –init –recursive exit 1; fi Making all in external make -C monomac/src make:. monomac/src: No such file or directory. Make2:. all Error 2 make1:.
all-recursive Error 1 make:. all-recursive Error 1 Google this without result so I decided to try building using monodevelop by opening the solution (Main.sln) also get many errors relate to: using Mono.Addins. Google these error also without result, it seems weird that this is only happening to me. These are the packages I had install on my mac. XamarinStudio-4.0.10-7.dmg MonoFramework-MDK-3.2.0.macos10.xamarin.x86.pkg Did you face this type of problems when you build Mono or do you have any ideas on how to approach this issues?
Thank you again. ↓. admin Post author Really hard to say probably the best place to look is to open Console and check the Xamarin Studio log output. If something is crashing, it will usually report it there. Also check your addin manager to make sure that it says the module is loaded.
Also, for clarity. There isn’t a Unity debugging option so much as there is just a menu item called “Attach to Process” which is normally available in MonoDevelop. If you continue to have problems, could you get me any available information from the Xamarin log and what branch you built from MonoDevelop and email it to clifford.roche(at)–GMAIL–.com. ↓.
Esteban Thank you again for you help I really appreciate. This is what I just did, I build using the link on your post, since I figured the debugger adding was not getting included and the problem could be that I was not using the correct fork. On this build the Attach to process is not showing up either, I look into the package content after I created the MonoDevelop.app but not adding with the Unity name is list there on MacOS/lib/monodevelop/AddIns so this makes me think they are not getting include on the build. Opening the Add-in Manager I was able to enable Utilities for use with Unity, this is a progress I think. This is the only add-in list for unity on the Add-in Manager.
So my guest is that I’m not building the correct project since not Unity debugger add-in is listed under the Extras folder, perhaps is getting added during the build creation? Again I follow the instructions on: but I changed: git clone git://github.com/mono/monodevelop.git for git clone git://github.com/cmroche/monodevelop.git expecting the add-ins were include on this fork. The log is not giving me any error. Thanks again for you time and effort.
↓. Sean K Thank you so much for your efforts. I just installed MonoDevelop 4.0.12 on Windows 8, went to the add-in manager, and added the add-in from the alpha channel. As it tries to install, it says: “The installation failed! There was an error while scanning assembly: C:Program Files(x86)Xamarin StudioAddInsVersionControlSharpSvn-SASL21-23-Win32.dll” After this, if I click on the Unity Debugger in the options menu, I get the “an error has occured” dialog box.
Any ideas on how to resolve this? Thanks again. admin Post author Thanks for your support. I’ve started looking into the issue this weekend, from what I can see the Xamarin debugger works on Unity 3.5 without any issues, and the MonoDevelop debugger works on Unity 4.0+ without any issues.
As such my current suspicion are minute differences to the debugging protocol (or order commands are called) between Xamarin Studio and MonoDevelop 2. To investigate this issue further I will have to capture and compare the network communication between the two debuggers and unity. The captures are done, but to really understand what is happening I will need to write a protocol dissector for Wireshark, a task that has also been recently started. The goal is to have this dissector complete on the upcoming weekend, and start looking at what is being sent on the wire. Then make changes to the add-in or MonoDevelop to emulate the older protocol. admin Post author Livity, looks pretty interesting. Neat that the updates appear to be near realtime.
There is another really cool tool on the Asset Store you should also check out if you like things that update in realtime, and it works in C#:, basically it works like a remote variable inspector, but lets you save your data when the game is running, even when running your game on iOS or Android. It is possible to get double click behaviours working, however in Unity you must use “Assets/Synch MonoDevelop Project” first, which will update your solution files and launch your selected IDE environment. Once you do this, contextual items start to point to the correct line in the file. You may need to make sure you have the “Editor Attaching” option enabled in your preferences as well, though I have not tested directly if this has any impact.
↓. admin Post author Thanks Tim! I tested this morning at work, and yes. It crashed for me on Unity 4.1 and 4.2, which is odd since I don’t see any changes in their debugger in github for years.
Hopefully not something hidden. In any case I opened an issue and will look into this over the weekend. You can follow it here: Currently though, the debugger work on 3.5 (what I use at home) and I am pretty sure it still works on 4.0, but I could not say for certain right now as it has been a little bit since I tested. ↓. Relok I Installed the 2.10.9 Mono for Windows (I’m on W7 x64), in the Options menu I’ve set Mono as the default Runtime in the options, but it never switch to it, It always says: “Xamarin Studio is currently running on Microsoft.NET” When trying to install the 2 Unity addins I always get the same error.
Anyway do I need to setup custom Assembly Folders to point to a particular directory of the MonoDevelop Install(the one Installed By Unity) to get code completion for the UnityEngine namespace? ↓. Lukasz I solved this problem. Before launching Xamarin, I’ve removed VersionControl catalog from AddIns. Then install the plugins for Unity. After that I put VersionControl catalog back.
Little hack but works. Also I’ve have many problems with debugging in Unity. (below two ways to reproduce crash) 1.If I attach to process in Xamarin before the Editor is playing, launch Editor, makes crash for Unity. The problem is not present if I first launch Editor in Unity then make attach to process in Xamarin. 2.If I’m debugging in Unity with Xamarin and stop the editor, makes crash in Unity. The problem is not present if I first detach in Xamarin and then turn off Editor. I’m working in Windows 7, Unity 4.0.1f2 Xamarin Studio 4.0.12 rest stuff – update.
↓. admin Post author No, not yet. There are some notable problems with Boo.
The project really isn’t being maintained any more and the Boo and Unity Script extensions for MonoDevelop were written in Boo and no longer compile due to what appear to be compatibility issues with Boo with newer.net libraries. I think the boo and unity script extensions for MonoDevelop will simply need to be rewritten in C#, unfortunately that will take time, especially since there are no scripts to convert Boo to C# automatically.
↓. Stephen Well I got it to work.
When I tried to install it said it had an error: “The installation failed! There was an error while scanning assembly: C:Program Files(x86)Xamarin StudioAddInsVersionControlSharpSvn-SASL21-23-Win32.dll” But I started the game, attached the debugger, added a checkpoint, and it successfully hit it. I then looked at some variable data, and stepped through the code, and all looked fine.
There is an issue that you have to only attach after you hit Play in Unity, and hit Play again to stop the game only after you detach the debugger, (otherwise Unity crashes), but it seems to actually work fine. I’m not sure I’ll keep it, since the extra two steps annoy me, and MonoDevelop 4.0 has a couple other issues (like not loading the UnityScript projects/assemblies), but I thought I’d mention it in case others are thinking about trying it. Note that I got it working using the latest version of Unity (4.2.0f4), and the latest stable version of MonoDevelop (4.0.12). ↓.
admin Post author Unfortunately, in this instance, TLS refers to Thread Local Storage, not Transport Layer Security. Actually the debugging connection is unencrypted.
Basically when the mono end of the debugger receives certain events it is asserting that the TLS state is invalid. The best I can figure is that this is probably a bug in the Unity mono implementation, but it isn’t practical for me to ask them to support my plugin. Realistically I should be able to better emulate the older debugger protocol to address this. Though, if you caught the Unite 2013 keynote, Unity will be releasing MonoDevelop 4 with Unity 4.3. My plugins may start working again, also they may be largely unnecessary for Unity 4 users–though I will maintain them for Unity 3.5 users (like myself). I’m going to hold off further work on my debugging utilities until Unity 4.3 then check to see if the bug exists.
Good chance the bug in their mono implementation is fixed by that point. ↓. admin Post author You should be able to download the latest version of Xamarin Studio and fetch the unity debugger plugins from the beta addin repository (though the addin repo is currently broken, I’ve sent an email to the Tamarin folks to try and sort this out). Hopefully this will be online and functional again shortly. If you want to build from sources, you only really need the MonoDevelop.Debugger.Soft.Unity repository to rebuild the utilities and debugger plugins for Unity.
Other repositories are for support of additional things, such as Boo. I was never able to get this to work in the end, the Boo compiler (used to build the Boo plugins) is very flaky not not well supported any longer. If you are looking to compile the addin to debug it though, you’ll also need to compile MonoDevelop and will have to clone that as well. I will caution you that the MonoDevelop project is difficult to get to compile successfully in Windows.
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