-
-
Notifications
You must be signed in to change notification settings - Fork 29
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
[WIP] Godot4 Visual Studio 2022 Guide #48
Comments
After entering the working directory you have to scroll down and check the box that says Enable native code debugging. This is missing from your instructions. |
@silenuz |
Without checking it you cannot debug unmanaged code. The Godot application itself is not managed code. And the process you are attaching the debugger to is the Godot exe and not the c# project. Thus for debugging to work you have to enable Native Debugging Mode. "The following procedures describe how to enable debugging for managed and native code together, also known as mixed-mode debugging. There are two mixed-mode debugging scenarios:
|
Suggestion for command line argumentsHere for gathering references related to what are possible with the executable profile |
I would like to mention that a more universal approach than using . as the working directory, and path variables, is to use For reference here is a complete launch file that should be compatible with VS, VS Code and Rider. All that has to be adjusted is the executable path for Godot. Note to use in VS code you would add this to your .vscode/launch.json file.
For more information see: VS Code Debug So the following file would go in a folder called properties in the project folder and be called launchsettings.json
|
If anyone cares I ended up creating a DotNet project template for Godot. Usage is simple: This will create a project that already has the necessary launch settings for running or debugging your code in Visual Studio or Jetbrains' Rider. Note once installed the template will also be available in the above IDEs. After the project is generated simply open it in the Godot editor as usual. I'm currently working on packaging for easier use, and hope to have that finished by the end of the weekend. |
When selecting the executable file of godot, you cannot select the _console version, otherwise the breakpoint cannot be hit. |
Update March 2023
Firstly you need to create a new debugging profile
Menu > Debug > Debug Properties
Selecting executable as a new profile type in the top corner of the profile configurator.
[Optional] Rename the executable profile
Reference
Launch
in the command line
--path . --verbose
Launch (select scene)
in the command line
--path . scene.tscn --verbose
Launch (select Script)
in the command line
--path . --script <script> --verbose
Editor
in the command line
--path . --editor --verbose
Optionals
[1] Make GD.Print appear in the program output window (To be verified)
Include GD.cs
==> Need to update GD.cs to the lastest Godot4 rc2Debugging Godot4 beta projects from VS and VSCode
[2] Hot Reload (To be verified)
[3] Debug Editor Tool (To be verified)
If you want to also be able to debug editor tools add another profile and use the same arguments but add --editor as well.
--path . --editor
in the command line
Update Oct 2022
Debugging Godot4 beta projects from VS2022
Run+Debug Godot4 C# projects from Visual Studio
Debugging Godot4 beta projects from VS and VSCode
Is this Obsolete? VS2022 works with Godot 4.Beta1 no extension needed
The text was updated successfully, but these errors were encountered: