From 86d2a1491f101edbdcdd631a4cc97a7ef32a14ca Mon Sep 17 00:00:00 2001 From: Kevin Triplett Date: Sat, 21 Nov 2020 19:35:19 +0300 Subject: [PATCH] Add installation and configuration to README --- README.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/README.md b/README.md index cf85d3b..bb731c8 100644 --- a/README.md +++ b/README.md @@ -18,6 +18,16 @@ Debugger and utilities for working with Godot C# projects in VSCode. - Currently Signal suggestions are only provided using the information from the project build results, not from the information in the edited document. This will change in the future. +## VSCode installation and configuration + +- 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](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) + ## Debugger launch configurations By default the extension creates the following launch configurations: