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54 lines
2.4 KiB
Markdown
54 lines
2.4 KiB
Markdown
# C# Tools for Godot
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Debugger and utilities for working with Godot C# projects in VSCode.
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## Requirements
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**Godot 3.2.2** or greater. Older versions of Godot are not supported.
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## Features
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- Debugging.
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- Launch a game directly in the Godot editor from VSCode.
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- Additional code completion for Node paths, Input actions, Resource paths, Scene paths and Signal names.
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**NOTES:**
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- A running Godot instance must be editing the project in order for `Play in Editor` and the code completion to work.
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- Node path suggestions are provided from the currently edited scene in the Godot editor.
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- Currently Signal suggestions are only provided using the information from the project build
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results, not from the information in the edited document. This will change in the future.
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## VSCode installation and configuration
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- Install via extensions marketplace by searching for `neikeq.godot-csharp-vscode`.
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- Once installed, you have to create the debug configurations from the Debug panel like this:
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- Choose C# Godot
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- 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:
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[!Fix editor path](https://user-images.githubusercontent.com/7718100/86488912-dd920380-bd62-11ea-8b3a-91689dc8e629.png)
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## Debugger launch configurations
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By default the extension creates the following launch configurations:
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- **Play in Editor**\
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Launches the game in the Godot editor for debugging in VSCode.\
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For this option to work, a running Godot instance must be editing the project.
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- **Launch**\
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Launches the game with a Godot executable for debugging in VSCode.\
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Before using this option, the value of the _"executable"_ property must be changed
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to a path that points to the Godot executable that will be launched launched.
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- **Attach**\
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Attaches to a running Godot instance that was configured to listen for a debugger connection.
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## Screenshots
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