Write FL# in your IDE
Unity does not compile FL# scripts, so it writes no IDE project for their folder. The SDK writes one: each time Unity writes the solution of your project, the SDK adds a project per FL# scripts folder (Tavern.Flux.csproj for Tavern.Flux.asmdef). It compiles the folder's scripts as fluxc does (C# 14, no standard .NET library) against the two libraries of the SDK, Flux.CoreLib and NodeWorld.Flux. Your IDE then knows the FL# API: completion (IntelliSense in Visual Studio), the description of each type and member, and the same errors as fluxc.
Set it up
- In Unity, open Edit, Preferences, External Tools and pick your editor under External Script Editor: Visual Studio or JetBrains Rider (their Unity packages write the solution).
- Click Regenerate project files.
- Open a script of the FL# folder from Unity (double-click it in the Project window): the IDE opens the solution, and the folder's project is in it (in Visual Studio, in the Solution Explorer).
The SDK writes the projects again each time Unity writes the solution: when you add a script or make a new folder with Create, NodeWorld, FL# Scripts Folder.
What the IDE sees
using NodeWorld.Flux;brings the world API (GameObject,Transform,Networking,Players…), and the C# library is FL#'s own:System.Collections.Generic, LINQ,async,System.Threading,HttpClient… The same names as Unity's and .NET's where they do the same thing.UnityEnginedoes not exist there: a script that uses it would not compile withfluxceither.- The IDE does not build the world: the World Publisher and Play mode compile it with
fluxc(your first script).
Every type and member is also in the FL# API reference.
