Skip to content
| Marketplace
Sign in
Visual Studio Code>Programming Languages>Unity SW PackNew to Visual Studio Code? Get it now.
Unity SW Pack

Unity SW Pack

SangwookYoo

|
4,396 installs
| (3) | Free
Unity 6 development support for Visual Studio Code: snippets, CodeLens, hover docs, .meta sync and documentation search.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
Copied to clipboard
More Info

English · 한국어 · 简体中文 · 日本語

Overview

Unity SW Pack makes Visual Studio Code a comfortable place to write Unity C#. It tells you which methods Unity calls for you, where a script is actually used, and how your UnityEvents are wired — without leaving the editor.

Built for Unity 6. Every feature can be turned off individually in the settings.

Features

  • Snippets for Unity messages — 65 templates covering the MonoBehaviour lifecycle, ScriptableObject and editor scripts.
  • Unity message markers — a marker above Awake, Start, Update and the rest, so they are never mistaken for dead code.
  • Hover documentation — hover a Unity message to read what it does and when it runs.
  • Scene and prefab usage — see how many scenes and prefabs use the script you are looking at, and which ones.
  • UnityEvent wiring — see where a method or UnityEvent field is connected in the Inspector, in both scenes and prefabs.
  • Coroutine toggle — switch a method between void and IEnumerator in one click, and the using System.Collections; is added for you.
  • .meta file sync — rename or delete an asset in the explorer and its .meta follows.
  • Documentation search — search the selected word in the Unity documentation for the version your project actually uses. Ctrl+Alt+U (Cmd+Alt+U on macOS).
  • Unity SW Pack Dark — a theme tuned for Unity C#.

Available in English, Korean, Simplified Chinese and Japanese. The extension follows the display language of VS Code.

Requirements

  1. The C# extension.
  2. The .NET SDK.
    • Windows: sign out and back in after installing, so the PATH change takes effect.

Open the folder that contains Assets/, Library/ and ProjectSettings/ — that is, the Unity project root. Scene and prefab features need it to find your assets.

Features in action

Snippets

Snippets

Scene and prefab usage

Scene and prefab usage

UnityEvent wiring

UnityEvent wiring

Unity message markers

Unity message markers

Hover documentation

Hover documentation

Coroutine toggle

Coroutine toggle

.meta file sync

.meta file sync

Settings

Setting Default What it does
unitySWpack.unityEventMessage true Mark the methods Unity calls for you
unitySWpack.usageScenePrefab true Show how many scenes and prefabs use the script
unitySWpack.unityMessageHover true Explain a Unity message on hover
unitySWpack.typeToggle true Offer the void ↔ IEnumerator switch
unitySWpack.metaFileSync true Keep .meta files in step with renames and deletes
unitySWpack.searchInUnityDocs true Add the documentation search command
unitySWpack.unityEventLens true Show where UnityEvents are wired up
unitySWpack.onlyScenesInBuildSettings false Read UnityEvent wiring only from scenes in the build settings
unitySWpack.debugLogging false Log indexing details to the Unity SW Pack output channel
unitySWpack.diagnostics true Report script-name mismatches, missing scripts and duplicate GUIDs
unitySWpack.performanceDiagnostics true Also point out costly calls inside per-frame callbacks

Notes

.meta sync reacts to renames and deletes made in the editor. Changes made from a terminal or from Unity itself are left to Unity, which maintains its own .meta files.

If a feature seems quiet on a large project, turn on unitySWpack.debugLogging and check the "Unity SW Pack" output channel — the first index of a big Assets/ folder takes a moment.

License

MIT

  • Contact us
  • Jobs
  • Privacy
  • Manage cookies
  • Terms of use
  • Trademarks
  • Your Privacy Choices
  • Consumer Health Privacy
© 2026 Microsoft