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Add more information about VS and VS Code debugging (#9222)
* Added more information about VS and VS Code debugging --------- Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -112,11 +112,52 @@ In Visual Studio Code:
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for the C# tools plugin to work.
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To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
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the ``.vscode`` folder with the necessary configuration. An example configuration can be
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found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
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In the ``launch.json`` file, make sure the ``program`` parameter in the relevant configuration points to your Godot executable, either by
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changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
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executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
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the ``.vscode`` folder with the necessary configuration.
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Here is an example ``launch.json``:
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.. code-block:: json
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Play",
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"type": "coreclr",
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"request": "launch",
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"preLaunchTask": "build",
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"program": "${env:GODOT4}",
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"args": [],
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"cwd": "${workspaceFolder}",
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"stopAtEntry": false,
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}
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]
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}
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For this launch configuration to work, you need to either setup a GODOT4
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environment variable that points to the Godot executable, or replace ``program``
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parameter with the path to the Godot executable.
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Here is an example ``tasks.json``:
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.. code-block:: json
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{
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"version": "2.0.0",
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"tasks": [
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{
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"label": "build",
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"command": "dotnet",
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"type": "process",
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"args": [
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"build"
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],
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"problemMatcher": "$msCompile"
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}
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]
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}
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Now, when you start the debugger in Visual Studio Code, your Godot project will run.
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Visual Studio (Windows only)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -143,6 +184,19 @@ In Godot's **Editor → Editor Settings** menu:
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the ``NuGet.Config`` file. When you build your Godot project again,
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the file will be automatically created with default values.
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To debug your C# scripts using Visual Studio, open the .sln file that is generated
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after opening the first C# script in the editor. In the **Debug** menu, go to the
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**Debug Properties** menu item for your project. Click the **Create a new profile**
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button and choose **Executable**. In the **Executable** field, browse to the path
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of the C# version of the Godot editor, or type ``%GODOT4%`` if you have created an
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environment variable for the Godot executable path. It must be the path to the main Godot
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executable, not the 'console' version. For the **Working Directory**, type a single period,
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``.``, meaning the current directory. Also check the **Enable native code debugging**
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checkbox. You may now close this window, click downward arrow on the debug profile
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dropdown, and select your new launch profile. Hit the green start button, and your
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game will begin playing in debug mode.
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Creating a C# script
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--------------------
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