diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index 5433b766f..f8a4cb213 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -118,11 +118,12 @@ In Godot's **Editor → Editor Settings** menu: In Visual Studio Code: - Install the `C# `__ extension. -- Install the `godot-tools `__ extension. +- Install the `Mono Debug `__ extension. - Install the `C# Tools for Godot `__ extension. -Next, follow the instructions found in the -:ref:`doc_c_sharp_configuring_vs_code_for_debugging` section below. +To configure a project for debugging open the Godot project folder in VS Code. +Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown +menu. Now, when you start the debugger in VS Code your Godot project will run. Visual Studio (Windows only) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ @@ -142,8 +143,10 @@ In Godot's **Editor → Editor Settings** menu: - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**. -Next, follow the instructions found in the -:ref:`doc_c_sharp_configuring_vs_2019_for_debugging` section below. +Next, you need to download the Godot Visual Studio extension from github +`here `__. +Double click on the downloaded file and follow the installation process. + Creating a C# script -------------------- @@ -226,8 +229,9 @@ For more information, see the :ref:`doc_c_sharp_differences` page. You need to (re)build the project assemblies whenever you want to see new exported variables or signals in the editor. This build can be manually - triggered by clicking the word **Mono** at the bottom of the editor window - to reveal the Mono panel, then clicking the **Build Project** button. + triggered by clicking the word **Build** in the top right corner of the + editor. You can also click **Mono** at the bottom of the editor window + to reveal the Mono panel, then click the **Build Project** button. You will also need to rebuild the project assemblies to apply changes in "tool" scripts. @@ -293,38 +297,3 @@ Profiling your C# code - `Mono log profiler `_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently. - External Mono profiler like `JetBrains dotTrace `_ can be used as described `here `_. - -.. _doc_c_sharp_configuring_vs_2019_for_debugging: - -Configuring VS 2019 for debugging ---------------------------------- - -.. note:: - - Godot has built-in support for workflows involving several popular C# IDEs. - Built-in support for Visual Studio will be including in future versions, - but in the meantime, the steps below can let you configure VS 2019 for use - with Godot C# projects. - -1. Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected. -2. **Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging. -3. Install the `VSMonoDebugger extension `_. -4. In VS 2019 --> Extensions --> Mono --> Settings: - - - Select ``Debug/Deploy to local Windows``. - - Leave ``Local Deploy Path`` blank. - - Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent. - - Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon `_ may be helpful. - -5. Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach. -6. In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger. - -.. _doc_c_sharp_configuring_vs_code_for_debugging: - -Configuring Visual Studio Code for debugging --------------------------------------------- - -To configure debugging, open Visual Studio Code and download the Mono Debug extension from -Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code. -Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown -menu. Now, when you start the debugger in VS Code your Godot project will run.