Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Please indicate in the extension Readme that Godot 4 is not supported #59

Open
lunafoxfire opened this issue Oct 8, 2023 · 4 comments
Assignees
Labels
enhancement New feature or request

Comments

@lunafoxfire
Copy link

Currently the readme says that the requirements are "Godot 3.2.2 or greater. Older versions of Godot are not supported."

I've spent about 3 hours uninstalling and reinstalling all combinations of Godot, .NET Frameworks, and extensions trying to figure out why node path autocompletion (as well as the VSCode launch config) is not working, when most sources I can find say it should just work. After reading through some issues on this repo, it turns out, this extension just doesn't support Godot 4. Tbh that would have been nice to know 3 hours ago.

Thank you.

@lunafoxfire lunafoxfire added the enhancement New feature or request label Oct 8, 2023
@KrunoSaho
Copy link

KrunoSaho commented Nov 2, 2023

For Godot 4.2 beta 4:
launch.json:

{
    "version": "0.2.0",
    "configurations": [
        {
            "name": ".NET Core Launch (console)",
            "type": "coreclr",
            "request": "launch",
            "preLaunchTask": "build",
            "program": "godot",
            "args": [],
            "cwd": "${workspaceFolder}",
            "stopAtEntry": false,
            "console": "internalConsole"
        }
    ]
}

tasks.json:

{
    "version": "2.0.0",
    "tasks": [
        {
            "label": "build",
            "type": "shell",
            "command": "dotnet build ${workspaceFolder}/MyGodotProject.csproj -c Debug -v normal -p:GodotTargetPlatform=windows",
            "group": {
                "kind": "build",
                "isDefault": true
            },
            "presentation": {
                "reveal": "always"
            },
            "problemMatcher": "$msCompile"
        }
    ]
}

I rename the default Godot binary into Godot.exe, and add that folder to my Path, otherwise replace 'godot' with the binary path.

This lets me launch and debug with breakpoints within VS Code.

I no longer have this extension installed.

@funny-cat-happy
Copy link

this extension https://github.com/williamoberg/godot-dotnet-tools works for my godot 4.2 stable.

@KrunoSaho
Copy link

this extension https://github.com/williamoberg/godot-dotnet-tools works for my godot 4.2 stable.

The point is that you do not need it anymore. Getting breakpoint activations with VSCode and .NET works fine without any plugins.

@krisutofu
Copy link

krisutofu commented Mar 20, 2024

As of now, the trick with coreclr only works for Windows. I could not get debugging to work for Linux binaries of Godot (it runs the program but the interaction with VSCode won't work). That means, a debugger extension for Godot 4+ is pretty much desirable except if there really is an existing solution that also works on Linux(-like) systems (not talking about a single distro).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

5 participants