diff --git a/README.md b/README.md index bb731c8..33243ca 100644 --- a/README.md +++ b/README.md @@ -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.