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Merge pull request #10754 from van800/shakhov/macosx
Reflect the changes to Rider setup after the fix of the project generation logic to support any OS with and without MSVC toolchain
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@@ -1,5 +1,7 @@
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:allow_comments: False
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.. _doc_compiling_index:
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Building from source
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====================
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@@ -4,51 +4,43 @@ JetBrains Rider
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===============
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`JetBrains Rider <https://www.jetbrains.com/rider/>`_ is a commercial
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`JetBrains <https://www.jetbrains.com/>`_ IDE for C# and C++ that uses the same solution system as Visual Studio.
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`JetBrains <https://www.jetbrains.com/>`_ IDE for C++, C# and GDScript that uses the same solution system as Visual Studio.
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.. note::
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This documentation is for contributions to the game engine, and not using
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This documentation is for contributing to the game engine, not for using
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JetBrains Rider as a C# or GDScript editor. To code C# or GDScript in an external editor, see
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:ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`.
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Importing the project
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---------------------
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You will need to install `Python <https://www.python.org/>`_ in your development environment
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along with `MinGW <https://www.mingw-w64.org/downloads/>`_. You will also need the Visual Studio C++ Build Tools, which
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you can install using the Visual Studio Installer. Ensure all dependencies are installed
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before you continue to the next steps.
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.. tip:: If you already use Visual Studio as your main IDE, you can use the same solution file in Rider.
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Rider and Visual Studio use the same solution format, so you can switch between the two IDEs without rebuilding the solution file.
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Debug configurations need to be changed when going from one IDE to another.
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Rider requires a solution file to work on a C++ project. While Godot does not come
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with a solution file, it can be generated using SCons.
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If you are starting from the scratch, please follow :ref:`instructions<doc_compiling_index>`, specifically:
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- Navigate to the Godot root folder and open a Command Prompt or PowerShell window.
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- Copy, paste and run the next command to generate the solution.
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- Install all the dependencies.
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- Figure out the scons command for compiling to target a specific platform.
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::
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Provide scons with additional arguments to request a solution file generation:
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scons platform=windows vsproj=yes dev_build=yes
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- Add `vsproj=yes dev_build=yes` to the scons command
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The ``vsproj`` parameter signals that you want Visual Studio solution generated.
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The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
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The ``dev_build`` parameter ensures the debug symbols are included, allowing to e.g. step through code using breakpoints.
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- If you have Rider setup as your main IDE for .sln, you can now open the project by double-clicking on the ``godot.sln`` in the project root
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or by using the **Open** option inside of Rider.
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- Open the generated ``godot.sln`` in Rider.
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.. note:: Rider could fail to build the solution.
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If that is the case, try running `git clean -xdf` to remove all traces of the previous build artifacts
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and regenerate the build files using the `scons` command again. Restarting the terminal and your
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development environment may help.
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.. note:: Ensure that the appropriate Solution configuration is selected on the
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Rider toolbar. It affects resolve of the SDKs, code analysis, build, run,
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etc.
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Compiling and debugging the project
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-----------------------------------
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Rider comes with a built-in debugger that can be used to debug the Godot project. You can launch the debugger
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by pressing the **Debug** icon at the top of the screen, this only works for the Project manager,
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by pressing the **Debug** icon at the top of the screen, this only works for the Project Manager,
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if you want to debug the editor, you need to configure the debugger first.
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.. figure:: img/rider_run_debug.webp
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@@ -66,7 +58,7 @@ if you want to debug the editor, you need to configure the debugger first.
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- Working Directory: ``$(LocalDebuggerWorkingDirectory)``
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- Before Launch has a value of "Build Project"
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This will tell the executable to debug the specified project without using the project manager.
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This will tell the executable to debug the specified project without opening the Project Manager.
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Use the root path to the project folder, not ``project.godot`` file path.
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.. figure:: img/rider_configurations_changed.webp
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@@ -86,4 +78,27 @@ Alternatively you can use **Run > Attach to Process** to attach the debugger to
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.. figure:: img/rider_attach_to_process_dialog.webp
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:align: center
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Debug visualizers
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-----------------
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Debug visualizers customize how complex data structures are displayed during debugging.
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For Windows "natvis" (short for "Native Visualization") built-in with Godot are automatically used.
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For other operating systems, similar functionality can be setup manually.
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Please follow `RIDER-123535 <https://youtrack.jetbrains.com/issue/RIDER-123535/nix-Debug-Godot-Cpp-from-Rider-pretty-printers-usability>`_.
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Unit testing
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------------
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Leverage Rider :ref:`doctest<doc_unit_testing>` support.
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Please follow `RIDER-122019 <https://youtrack.jetbrains.com/issue/RIDER-122019/Godot-doctest-Unit-Tests-Stuck-in-pending>`_.
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Profiling
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---------
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Please refer to `the profiling instructions <https://github.com/JetBrains/godot-support/wiki/Profiling-Godot-engine-(native-code)-with-dotTrace-or-JetBrains-Rider>`_.
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Please consult the `JetBrains Rider documentation <https://www.jetbrains.com/rider/documentation/>`_ for any specific information about the JetBrains IDE.
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Known issues
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------------
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Debugging Windows MinGV build - symbols are not loaded. Reported `RIDER-106816 <https://youtrack.jetbrains.com/issue/RIDER-106816/Upgrade-LLDB-to-actual-version>`_.
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