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Added configuring ide for rider (#7420)
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
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@@ -47,3 +47,6 @@ tmp-unused-images-history
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# User created Python virtual environement as described in the docs
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godot-docs-venv/
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# Jetbrains IDE files
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/.idea/
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@@ -19,6 +19,7 @@ Development Environment), here are setup instructions for some popular ones:
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code_blocks
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kdevelop
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qt_creator
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rider
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visual_studio
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visual_studio_code
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xcode
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69
contributing/development/configuring_an_ide/rider.rst
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69
contributing/development/configuring_an_ide/rider.rst
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.. _doc_configuring_an_ide_rider:
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Rider
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=====
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`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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Importing the project
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---------------------
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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 project. While Godot does not come
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with the solution file, it can be generated using SCons.
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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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::
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scons platform=windows vsproj=yes dev_build=yes
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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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- 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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.. note:: Rider could fail to build the first time you open the project.
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If that is the case, you can close Rider and open the solution in Visual Studio, build it, close Visual Studio,
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and open the solution in Rider again. You are now able to build the project from Rider.
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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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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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:align: center
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- Click on the **Godot > Edit Configurations** option at the top of the screen.
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.. figure:: img/rider_configurations.webp
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:align: center
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- Delete what is under **Program arguments** and paste the following line:
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::
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--e --path <path to the Godot project>
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This will tell the executable to debug the specified project without using 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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:align: center
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- Finally click on apply and ok to save the changes.
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- You can now launch the debugger by pressing the **Debug** icon at the top of the screen and it will open the project to debug.
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Alternatively you can use **Run > Attach to Process** to attach the debugger to a running Godot instance.
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.. figure:: img/rider_attach_to_process.webp
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:align: center
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