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docs/cross-platform/troubleshooting-and-known-issues-visual-studio-tools-for-unity.md

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---
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title: "Troubleshooting and Known Issues (Visual Studio Tools for Unity) | Microsoft Docs"
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ms.custom: ""
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ms.date: "10/25/2017"
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ms.date: "04/10/2018"
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ms.reviewer: ""
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ms.suite: ""
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ms.technology: vs-unity-tools
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### Incompatible project in Visual Studio
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First, check that Visual Studio is set as your external script editor in Unity (Edit/Preferences/External Tools). Then check that the Visual Studio plugin is installed in Unity (Help/About must display a message like Microsoft Visual Studio Tools for Unity is enabled at the bottom). Then check that the extension is properly installed in Visual Studio (Help/About).
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### Extra reloads, or Visual Studio losing all open windows
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Be sure to never touch project files directly from an asset processor or any other tool. If you really need to manipulate the project file, we expose an API for that. Please check the [Assembly references issues section](#Assembly-reference-issues).
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If you experience extra reloads or if Visual Studio is losing all open Windows on reload, please make sure that you have proper .NET targeting packs installed. Please check the following section about frameworks for more information.
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### On Windows, Visual Studio asks to download the Unity target framework
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Visual Studio Tools for Unity requires the .NET framework 3.5, which isn't installed by default on Windows 8 or 10. To fix this issue, follow the instructions to download and install the .NET framework 3.5.
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When using the new Unity runtime, .NET targeting packs version 4.6 and 4.7.1 are also required. It is possible to use the VS2017 installer to quickly install them (modify your VS2017 installation, individual components, .NET category, select all 4.x targeting packs).
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### Assembly reference issues
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If your project is complex reference-wise or if you want to better control this generation step, you can use our [API](../cross-platform/customize-project-files-created-by-vstu.md) for manipulating the generated project or solution content. You can also use [response files](https://docs.unity3d.com/Manual/PlatformDependentCompilation.html) in your Unity project and we'll process them.
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### Breakpoints with a warning
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If Visual Studio is unable to find a source location for a specific breakpoint you will see a warning around your breakpoint. Check that the behaviour you are using is properly loaded/used in the current Unity scene.
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### Breakpoints not hit
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Check that the behaviour you are using is properly loaded/used in the current Unity scene. Quit both Visual Studio and Unity then delete all generated files (*.csproj, *.sln) and the whole Library folder.
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Check that the behaviour you are using is properly loaded/used in the current Unity scene. Quit both Visual Studio and Unity then delete all generated files (*.csproj, *.sln) and the whole Library folder.
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### Unable to attach
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- Try to temporarily disable your antivirus or create exclusion rules for both VS and Unity.
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### Unable to debug Android players
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We use multicast for player detection (which is the default mechanism used by Unity), but after that we use a regular TCP connection to attach the debugger. The detection phase is the main issue for Android devices.
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USB is super-fast for debugging, but not compatible with the Unity player discovery mechanism.
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Wifi is more versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).
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You could try the following using USB to see opened ports on the connected device (with the player up and running so that you can see the debugging port, always in the form 56xxx):
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Wifi is versatile but super slow compared to USB because of latency. We saw a lack of proper multicast support for some routers or devices (Nexus series are well known for this).
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```shell
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adb shell netstat
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```
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Forward the port to the local pc:
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```shell
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adb forward tcp:56xxx tcp:56xxx
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```
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Then, connect VSTU using the forwarded port 127.0.0.1:56xxx.
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USB is super-fast for debugging, and Visual Studio Tools for Unity is now able to detect USB devices, and talk to the adb server to properly forward ports for debugging.
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### Migrating from UnityVS to Visual Studio Tools for Unity
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If you're migrating from UnityVS to Visual Studio Tools for Unity, you'll need to generate new Visual Studio solutions for your Unity projects.
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3. Generate the new solution and project files. If you want to generate them now, in the Unity Editor, on the main menu, choose **Visual Studio Tools**, **Generate Project Files**. Otherwise, you can skip this step if you want; Visual Studio Tools for Unity will generate the new files automatically when you choose **Visual Studio Tools**, **Open in Visual Studio**.
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### On Windows, Visual Studio asks to download the Unity target framework
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Visual Studio Tools for Unity requires the .net framework 3.5, which isn't installed by default on Windows 8 or 10. To fix this issue, follow the instructions to download and install the .net framework 3.5.
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## Known Issues
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There are known issues in Visual Studio Tools for Unity that result from how the debugger interacts with Unity's older version of the C# compiler. We're working to help fix these problems, but you might experience the following issues in the meantime:
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docs/extensibility/creating-reusable-groups-of-buttons.md

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</GuidSymbol>
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```
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By default, the command item template creates a group named **MyGroup** and a button that has the name that you provided, together with an IDSymbol entry for each.
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By default, the command item template creates a group named **MyMenuGroup** and a button that has the name that you provided, together with an IDSymbol entry for each.
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5. In the Groups section, create a Group element that has the same GUID and ID attributes as the ones given in the Symbols section. You can also use an existing group, or use the entry that is provided by the command template, as in the following example. This group appears on the **Tools** menu
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</CommandPlacement>
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</CommandPlacements>
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```
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```

docs/test/microsoft-visualstudio-testtools-cppunittestframework-api-reference.md

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}
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```
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Defines *methodName* as a method that runs after each test class is created. `TEST_CLASS_INITIALIZE` can only be defined once in a test class and must be defined in the scope of the test class.
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Defines *methodName* as a method that runs before each test class is created. `TEST_CLASS_INITIALIZE` can only be defined once in a test class and must be defined in the scope of the test class.
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```cpp
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TEST_CLASS_CLEANUP(methodName)

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