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vimrc

Personal editor config: a shared base for classic Vim and a full modern setup for Neovim, working on Windows, Linux, and macOS.

Layout

vim/vimrc            shared config, sourced by BOTH `vim` and `nvim`
vim/plugins.vim       classic-Vim-only plugin list (vim-plug); never loaded by Neovim
vim/syntax/html/*     HTML5/ARIA/RDFa syntax files for classic Vim (Neovim gets this via treesitter)
nvim/init.lua         Neovim entrypoint: sources vim/vimrc, then bootstraps lazy.nvim + Lua plugins
nvim/lua/user/        Neovim-only Lua config (options, keymaps, plugins, LSP, Unity)
repo-configs/         .gitignore/.gitattributes templates + apply.sh, symlinked to each home
_config.sample.yml    versioned template for config.yml
config.yml            your home-directory paths (gitignored, not versioned)
install/symlink.py    reads config.yml, symlinks this repo's config into each listed home
install/install.sh    installer for Linux/macOS
install/install.ps1   installer for Windows (PowerShell)

vim/vimrc never references Lua or a plugin manager, so it's safe to source from both editors. Plugin management is fully separate per editor: classic Vim uses vim-plug (vim/plugins.vim), Neovim uses lazy.nvim (nvim/lua/user/plugins/).

Install

# Linux / macOS
./install/install.sh
# Windows (run in PowerShell)
./install/install.ps1

Both installers back up any existing config (timestamped), then symlink this repo's files into place so git pull updates apply immediately without re-running the installer. gitconfig is copied instead of symlinked, since it commonly picks up machine-local edits.

On Windows, creating symlinks requires Developer Mode or an elevated PowerShell session; if that's not available the installer falls back to copying the files (and you'll need to re-run it after future git pulls).

config.yml

The actual linking work is config-driven: install.sh/install.ps1 create config.yml from _config.sample.yml on first run (one entry for your native home) and then call install/symlink.py, which reads config.yml's homes list and creates every link. config.yml only says where each home directory is — symlink.py decides which files/subfolders get linked under it, based on each entry's os.

homes:
  - os: linux
    path: "~"

If you're on WSL, you can list both your Linux home and your Windows home (reachable at /mnt/c/Users/<you>) and one run keeps both in sync. A home entry can also set unity_yaml_merge to the path of UnityYAMLMerge.exe (bundled with each Unity Editor install), which adds a [mergetool "unityyamlmerge"] block to that home's .gitconfig so git mergetool can resolve Unity scene/prefab conflicts. It's per-home and optional because the path is version-specific and only makes sense where Unity is actually installed:

homes:
  - os: linux
    path: /home/hugolnx
  - os: windows
    path: /mnt/c/Users/hugolnx
    unity_yaml_merge: 'C:\Program Files\Unity\Hub\Editor\6000.0.17f1\Editor\Data\Tools\UnityYAMLMerge.exe'

config.yml also accepts a top-level csharp_lsp: false to disable the csharp_ls LSP integration (Unity/.sln-aware, see nvim/lua/user/unity.lua) entirely — useful if you don't do C#/Unity work on a given machine. It defaults to true and is applied by generating the gitignored nvim/lua/user/local.lua, which nvim/lua/user/plugins/lsp.lua reads at startup.

config.yml is gitignored (it's machine-specific); re-run python3 install/symlink.py any time after editing it or pulling changes. Useful flags: --dry-run (preview only) and --only linux / --only windows / --only mac (limit to matching os entries). Note that symlinking into a /mnt/c/... path from WSL depends on Windows/WSL's symlink support being enabled — if it's not, symlink.py falls back to copying, same as the native-Windows fallback.

Linux / macOS Windows
classic Vim config ~/.vimrc %USERPROFILE%\_vimrc
classic Vim runtime dir ~/.vim/ %USERPROFILE%\vimfiles\
Neovim config ~/.config/nvim/init.lua %LOCALAPPDATA%\nvim\init.lua
Neovim data (plugins) ~/.local/share/nvim/ %LOCALAPPDATA%\nvim-data\

repo-configs

repo-configs/gitignore and repo-configs/gitattributes are templates you can drop into any repository. The installer symlinks repo-configs/ into each configured home directory (as ~/repo-configs, or %USERPROFILE%\repo-configs on Windows), so it's reachable from anywhere. To apply the templates to the repository you're currently in:

~/repo-configs/apply.sh

This copies the templates into the current working directory as .gitignore and .gitattributes (not symlinks, since each repo may want to tweak its own copy — e.g. the "Project-specific rules" section at the top of .gitignore).

Plugins

Neovim (lazy.nvim): nvim-treesitter, nvim-lspconfig + mason.nvim (LSP, including csharp_ls for Unity), blink.cmp (completion), supermaven-nvim (AI inline completions, Neovim-only), telescope.nvim (fuzzy finder), lualine.nvim, gitsigns.nvim, kanagawa.nvim, plus vim-tmux-navigator and vim-visual-multi (also usable under Neovim).

Classic Vim (vim-plug): ctrlp.vim, kanagawa.vim, vim-visual-multi, ALE, vim-tmux-navigator.

Replaced from the old config: Vundle → vim-plug/lazy.nvim (unmaintained), syntastic → ALE / native LSP diagnostics (archived by its author), vim-multiple-cursors → vim-visual-multi (unmaintained), ctrlp → telescope.nvim on the Neovim side (kept for classic Vim). Dropped: vim-go and vim-pug (low value now that LSP covers Go, and Pug is no longer used).

Unity / C#

Neovim gets real C# editing via treesitter (c_sharp parser) + csharp-ls (installed automatically through mason.nvim, configured in nvim/lua/user/unity.lua).

One-time setup per Unity project: Edit > Preferences > External Tools > "Generate .csproj files for..." — enable it for all categories. Regenerate (Unity usually does this automatically on script/package changes; if not, use Assets > Open C# Project) whenever packages or asmdefs change, so csharp-ls's view of the .sln/.csproj files stays current.

TODO: wire up "double-click a script in Unity to jump to file:line in a running Neovim instance" (via nvim --server/--remote and small cross-platform wrapper scripts). Not built yet — in the meantime, point Unity's External Script Editor at VS Code or Rider for that convenience; actual editing happens in Neovim.

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