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[WIP] Re-design Godot 4 VS2022 Extension #49
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I guess it might be possible to add "Launch (Select Scene)" via a launchSettings.json... |
@Xyotic The extension first milestones is to automate as u have suggested. :-) |
{
"profiles": {
"Editor": {
"commandName": "Executable",
"executablePath": "Path to Godot_v4.1-rc2_mono_win64\\Godot_v4.1-rc2_mono_win64.exe",
"commandLineArgs": "--path . --editor --verbose",
"workingDirectory": ".",
"nativeDebugging": true
},
"Launch": {
"commandName": "Executable",
"executablePath": "Path to Godot_v4.1-rc2_mono_win64\\Godot_v4.1-rc2_mono_win64.exe",
"commandLineArgs": "--path . --verbose",
"workingDirectory": ".",
"nativeDebugging": true
}
}
} |
@akien-mga
Why updating Godot 4 VS2022 Extension is important?
Many Godot 4 industry partners specifically specify keeping the Godot 4 for .NET up-to-date.
Suggestions
If it is Godot4 for .NET, when the Visual Studio 2022 solution project is created, the default debugging profile will be replaced with the executable profiles listed above
The instructions for creating the executable profiles have been discussed here.
Do add/contribute further suggestions and improvements to the Godot 4 VS2022 Extension
Optional for further discussion
Reference VS Code: C# Tools for Godot
VS Code: Debugger launch configurations
Debugger launch configurations
By default the extension creates the following launch configurations:
Launches the game in the Godot editor for debugging in VSCode.
For this option to work, a running Godot instance must be editing the project.
Launches the game with a Godot executable for debugging in VSCode.
This option requires the value of the "executable" property to be set to
a path that points to the Godot executable that will be launched.
The
godot.csharp.executablePath
setting can be configured to automatically populate theexecutable property with its value, if not configured it will be populated with the path
to the running Godot instance if there is one, otherwise it will have to be populated manually.
See additional
Launch
configuration.Launches the game with a Godot executable for debugging in VSCode, allowing the user
to select which scene to run on every execution.
This option works just like the
Launch
option and also requires the valueof the "executable" property to be set.
See additional
Launch
configuration.Attaches to a running Godot instance that was configured to listen for a debugger connection.
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