Unity setup — Brest campus PCs
Prepare Unity and the C# editor on school workstations before the labs.
Unity Hub and Unity 6.3 LTS
Launch Unity Hub from the school computer’s applications menu (on Linux: Applications > Development > Unity Hub, depending on the workstation). Sign in to your Unity account, creating one if needed, and follow the workstation’s license instructions.
In Installs, use the already installed Unity 6.3 LTS. Its version starts with 6000.3; keep the installed patch for the lab.
If the installation is not listed, use Locate and select the Editor/Unity executable belonging to the workstation’s 6.3 installation. The exact path depends on the school’s setup: ask the instructor if necessary. The old /opt/img/Unity-2021.3.9f1/Editor/Unity path no longer matches the course version.
Create a Universal 3D (URP) project. In Window > Package Management > Package Manager, prepare Input System, Unity UI and the FPS controller dependencies during the session. Under Edit > Project Settings > Player > Other Settings > Configuration, select Active Input Handling = Input System Package (New) if it is not already selected, then accept the requested restart.
Export requires the workstation platform’s build module. If missing, inform the instructor; Unity Hub > Installs > installation menu > Add modules can add it when workstation permissions allow.
Visual Studio Code (C# editor)
Current integration uses the Unity extension published by Microsoft in VS Code. It installs the required C# dependencies, including C# Dev Kit. In Unity’s Package Manager, use Visual Studio Editor, at the stable version offered for the editor and at least 2.0.20. The older Visual Studio Code Editor package is no longer maintained. Microsoft instructions.
To open scripts in VS Code:
- In Unity, open Edit > Preferences > External Tools (on macOS, preferences are in the Unity menu).
- Under External Script Editor, choose Visual Studio Code or use Browse…. On Linux workstations where installed there, the executable is
/usr/bin/code. - Use Regenerate project files if needed, then open a script from Unity to load the complete project in VS Code.
Troubleshooting auto-completion
- Check that Microsoft’s Unity, C# and C# Dev Kit extensions are enabled and Visual Studio Editor is installed.
- Open the complete Unity project, rather than a standalone C# file. Regenerate project files and reload the VS Code window.
- Inspect extension messages and resolve compilation errors in Unity’s Console.
- If a .NET runtime or SDK is requested, follow the extension’s instructions and have the workstation installation checked.
The old OmniSharp Use Global Mono = always instructions concern a previous generation of integration and should not be applied by default to this setup.
Choosing the project folder
Store the project on the local disk, such as the workstation’s local workspace or /tmp on Linux if intended for the session. The local SSD avoids network storage delays during import and compilation.
End-of-session backup
Temporary storage may be deleted on restart. Save and copy your project to your personal storage before leaving the workstation. Keep Assets (including .meta files), Packages and ProjectSettings. Unity can regenerate the Library and Temp caches.