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I used Omnisharp + vim for Unity3D development and it was working surprisingly well. I would highly suggest you use it for C# development if you are not happy or cannot use IDEs such as MonoDevelop or VS.


I use C# all the time on Linux, mostly on MonoDevelop. But when I'm not using C#, I use vim, so I have tried Omnisharp+vim several times hoping to rid myself of MonoDevelop. Unfortunately, the performance of vim tanks when I have OmniSharp installed, even when I'm not editing C#. Hoping that NeoVim's improvements to asynchronous plugins helps this.


What about Evil in Emacs? I've heard/seen great things about this model versus using vim. (But haven't gotten around to it yet.)


omnisharp-vim author here. I switched to emacs around 18 months ago for exactly the reasons described here.

For the last few months, I don't write C# any more, but still use emacs for F# development.


I work on Roslyn and would love to use Vim for all my editing but you're right -- the UI-blocking extension model Vim has just does not work.

I also have high hopes for NeoVim.


I am using NeoVim instead of Vim. It is working well, but I unfortunately cannot remember if OmniSharp worked through non UI blocking extension api.

There is plugin called deoplete[1] that is doing asynchronous code completion. It shouldn't be too hard to connect it with OmniSharp.

[1]: https://github.com/Shougo/deoplete.nvim


I've been wanting to get rid of VS ever since I started coding in C#, but I haven't yet figured out a nice way to build, test, and run my applications in Emacs. How did you handle that sort of stuff in vim?


Out of interest, what in your opinion was so bad about VS that you wanted to get rid of it?


First of all I should probably say that I'm quite new in the .Net world, and that many of my issues with VS could probably be alleviated. I just don't know how.

Mostly I think it's just about preference. I like my editor lean [insert joke about emacs being bloated here], visually non-distracting and customizable. I also try to avoid using my mouse. Emacs is all of these things for me, VS is not.


VS can definitely be configured to be lean. My setup is dark, almost no chrome, and is fully keyboard driven. It can take a bit of work though. VS isn't my main editor, but I enjoy it when I use it, after a few years of wrestling with settings!


I agree, recent versions are preety customisable. I hardly use the mouse and I didn't have to do much to make VS comfortable to use.


For me, it's bloat. VS is slow as molasses and has a thousand features I don't need nor want. I also miss the multiselect feature from Sublime.



I think I'd rather go for VS.code then, than try to bend Emacs or Sublime into doing C#.


For what it's worth, VS.code uses omnisharp-roslyn for its C# integration. So you can get a very similar experience from editors which have omnisharp-roslyn support.


But VS code has project support and debugging integration AFAIK.

That's the kind of things that really set IDE vs editor in terms of usability.


Interesting, apart from longish compile times on big projects I've never had speed issues. Installing Resharper, useful as it is, made it crawl so I abandonded it, but I feel productive in VS on its own.


Would makefiles not cut it for your needs?


Probably, I just don't know enough about MSBuild to write any yet.


Last plugin I tried in Sublime for Unity work decently well, but not well enough. It would show available functions but it would not show documentation in tooltips. So I ended up going back to Visual Studio. Does this show "extended" tooltip information?


What do you mean by extended? It doesn't as far as I remember. I haven't used it for a ~1 month now so I am not really sure.


Out of interest – on Windows? If not, would you share any details of how you test Windows deployments of your games?


No, OSx. I don't have any interesting details... Usually I test it out on a dedicated machine I have next to my development one. I haven't released a game yet.




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