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77 lines
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77 lines
3.4 KiB
ReStructuredText
.. _doc_configuring_an_ide_vs:
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Visual Studio
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=============
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`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
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by `Microsoft <https://microsoft.com>`_ that's free for individual use or non-commercial use within organizations.
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It has many useful features, such as memory view, performance view, source
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control and more.
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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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Visual Studio as a C# editor. To code C# 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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Visual Studio 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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- | Run ``scons platform=windows vsproj=yes dev_build=yes`` to generate the solution with debug symbols.
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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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- 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 a project or solution** option inside of the Visual Studio.
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- Use the **Build** top menu to build the project.
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.. warning:: Visual Studio must be configured with the C++ package. It can be selected
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in the installer:
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.. figure:: img/vs_1_install_cpp_package.png
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:align: center
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Debugging the project
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---------------------
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Visual Studio features a powerful debugger. This allows the user to examine Godot's
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source code, stop at specific points in the code, inspect the current execution context,
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and make live changes to the codebase.
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You can launch the project with the debugger attached using the **Debug > Start Debugging**
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option from the top menu. However, unless you want to debug the Project Manager specifically,
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you'd need to configure debugging options first. This is due to the fact that when the Godot
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Project Manager opens a project, the initial process is terminated and the debugger gets detached.
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- To configure the launch options to use with the debugger use **Project > Properties**
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from the top menu:
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.. figure:: img/vs_2_project_properties.png
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:align: center
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- Open the **Debugging** section and under **Command Arguments** add two new arguments:
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the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file; if the path contains spaces be sure to pass it inside double quotation marks).
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.. figure:: img/vs_3_debug_command_line.webp
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:align: center
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To learn more about command line arguments, refer to the
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:ref:`command line tutorial <doc_command_line_tutorial>`.
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Even if you start the project without a debugger attached it can still be connected to the running
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process using **Debug > Attach to Process...** menu.
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To check that everything is working, put a breakpoint in ``main.cpp`` and press :kbd:`F5` to
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start debugging.
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.. figure:: img/vs_4_debugging_main.png
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:align: center
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If you run into any issues, ask for help in one of
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`Godot's community channels <https://godotengine.org/community>`__.
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