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.
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?
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!
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.
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.
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?
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.