Fix some typos and wrong formatting in README

This commit is contained in:
Ignacio Roldán Etcheverry
2021-11-16 03:28:29 +01:00
parent 1469dd7b3e
commit 59a63f4ae8

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@@ -22,11 +22,16 @@ results, not from the information in the edited document. This will change in th
- Install via extensions marketplace by searching for `neikeq.godot-csharp-vscode`.
- Once installed, you have to create the debug configurations from the Debug panel like this:
![Create launch.json file](https://user-images.githubusercontent.com/7718100/86488909-dc60d680-bd62-11ea-89df-feb4ff9dd0f2.png)
- Choose C# Godot
- Choose C# Godot:
![Choose C# Godot](https://user-images.githubusercontent.com/7718100/86488910-dcf96d00-bd62-11ea-8d2f-51a9a6f06c07.png)
- It will generate the following. The `Play in Editor` option works out of the box. For the Launch you need to fix the path to point to the Godot Editor executable path you're using:
[!Fix editor path](https://user-images.githubusercontent.com/7718100/86488912-dd920380-bd62-11ea-8b3a-91689dc8e629.png)
![Fix editor path](https://user-images.githubusercontent.com/7718100/86488912-dd920380-bd62-11ea-8b3a-91689dc8e629.png)
## Debugger launch configurations
@@ -38,7 +43,7 @@ By default the extension creates the following launch configurations:
- **Launch**\
Launches the game with a Godot executable for debugging in VSCode.\
Before using this option, the value of the _"executable"_ property must be changed
to a path that points to the Godot executable that will be launched launched.
to a path that points to the Godot executable that will be launched.
- **Attach**\
Attaches to a running Godot instance that was configured to listen for a debugger connection.