A developer creating a holographic application with Unity will need to switch between Unity and Visual Studio to build the application package that is deployed to HoloLens. By default two instances of Visual Studio are required (one to modify Unity scripts and one to deploy to the device and debug). The following procedure allows development using single Visual Studio instance, reduces the frequency of exporting Unity projects, and improves the debugging experience.
A common workflow problem when working with Unity and Visual Studio is having multiple windows of Visual Studio open and the need to constantly switch between Visual Studio and Unity to iterate.
Luckily, there's a way to streamline to a single instance of Visual Studio and cut down on frequent exports from Unity.
When exporting your project from Unity, check the Unity C# Projects checkbox in the "File > Build Settings" menu. Now, the project you export from Unity includes all of your project's C# scripts and has several benefits:
With Unity C# Projects enabled, only one instance of each program need be opened:
Download Visual Studio Tools for Unity
Benefits of Visual Studio Tools for Unity
Make C# class variables public to expose them in the editor UI. This makes it possible to easily tweak variables while playing in-editor. This is especially useful for tuning interaction mechanic properties.
UWP Visual Studio solutions checked in to source control can get out-of-date after upgrading to a new Windows SDK or Unity engine. You can resolve this after the upgrade by building a new UWP solution from Unity, then merging any differences into the checked-in solution.
Storing assets in text format makes it easier to review content change diffs in Visual Studio. You can enable this in "Edit > Project Settings > Editor" by changing Asset Serialization mode to Force Text. However, merging text asset file changes is error-prone and not recommended, so consider enabling exclusive binary checkouts in your source control system.