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Latest Update from the submitted PRs #36
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It works bro it is locked to 2022.... |
I compiled the plugin xd |
I saw under VS2019 menu extension. The submenu..GoDot and configure...but it crashes.. Share screenshots..please |
i can send u the compiled plugin? and i fixed the GoDot bug replaced with Godot |
Yes..please share ..do u use Google drive to share |
Btw u should help me by telling the owner of the PR to make some changes i mention in the PR of his/her |
who are you |
Dont promote me, promote the guy who make these changes |
@GeorgeS2019 does it work? |
@PandoCyclone I installed the extension to VS2022. I provide the Godot exe path to the the Godot Configure submenu Then I launch Godot (Click) The Godot exe specified during configure started and run the scene file (chosen) ====> However, the editor did not stop at the BREAKPOINT!! |
My VS2022 17.4 preview Not sure if this is related to this bug |
So it worked or not xd? |
btw check this out to be 100% sure |
Just so we are on the same page. There is no more Play in Editor button Now, we define the godot exe path and Luanch Godot. |
Yes but there is some problem as i mentioned here #32 (comment) which should make it even better |
By making icon for the button and make the button replaced with the Debug one or at least in the tool bar |
I suggest U do a gif animated showing that it debug and stop at BreakPoints |
The breakpoints bug is from the plugin itself not because this PR |
Is the breakpoints bug VS2022 version dependence? If yes, showing that it works now with other version of VS2022 will also help a lot. |
I will be away. Thanks for the effort of sharing. Godot run from VS2022 but NOT breakpoint |
For me I don't even know what breakpoints are but you can ask everyone or just watch youtube videos they show that breakpoints bug not work and some workaround for that too. Here is a video for example: https://www.youtube.com/watch?v=lOjOb4Lv_ww&list=WL&index=2&t=992s&ab_channel=FinePointCGI |
Try my fix i sent upthere which fix the bug showing GoDot replaced with Godot and other enhance please check this #32 (comment) comment and support for better PR |
The old version, a few months back, the breakpoint WORKs BUT extra steps just to make it works
YES, this was the old way and I was able to make breakpoint work. ==> BUT it is NOT reliable. |
I assume this is @Jiiks 's plan
SummaryDebug targets
|
Information provided by Neikeq how to get the extension to work with Godot4
I don't know about mixed mode, but for C# only I can do this in Rider:
I tried this with VSCode, but I don't remember if it worked: {
"name": ".NET Core Launch (console)",
"type": "coreclr",
"request": "launch",
"program": "Path to Godot executable",
"args": ["--path", "/path/to/godot/project/"],
"stopAtEntry": false,
"console": "internalConsole"
} As for Windows and Visual Studio, you must add the following to your csproj (or a Directory.Build.props): <PropertyGroup>
<StartAction>Program</StartAction>
<StartProgram>C:\Path\To\Godot.exe</StartProgram>
<StartArguments>--path C:\Path\To\Godot\Project\</StartArguments>
</PropertyGroup> |
Debugging CoreCLR"To debug this project, configure it to use the 'Managed (CoreCLR)' debugger." when trying to debug multi target framework in .NET CoreVisual Studio managed debuggerHow to: Specify Debugger Settings |
case ExecutionType.Launch:var processStartInfo = new ProcessStartInfo(GetGodotExecutablePath())
{
string workingDir = startInfo.WorkingDirectory;
Arguments = $"--path {workingDir} --remote-debug {host}:{remoteDebugPort} {godotStartInfo.StartArguments}", // TODO: Doesn't work with 4.0dev. Should be tcp://host:port which doesn't work in 3.2...
WorkingDirectory = workingDir,
RedirectStandardOutput = true,
RedirectStandardError = true,
UseShellExecute = false,
CreateNoWindow = true
}; case ExecutionType.PlayInEditor:var godotMessagingClient = GodotPackage.Instance.GodotSolutionEventsListener?.GodotMessagingClient;
// TODO: Read the editor player stdout and stderr somehow case ExecutionType.Attach:_attached = true;
StartConnecting(godotStartInfo); |
Command line optionsCommand line options that can be included in godotStartInfo.StartArgumentsDebug optionsStandalone toolsRunning a specific Scene :Feature Request: 'Play Scene' from Visual StudioDebugging a specific SceneRunning/Debugging a specific script |
Umm, so there is a way to change GoDot to Godot |
I have some suggestions This Launch make it Godot cuz it is Godot not GoDot :) You can replace the debug button(the one that have C# text thingy) with your launch button with the Godot Engine icon Or place a Godot button next to the live share button cuz it is more efficient And btw what is the use of the configure button |
Btw this is the suggestions so anyone like it could help |
@GeorgeS2019 I think you could close this Issue because it is not necessary anymore. You could go to the latest PR and tell ppl abt ur suggestions |
There have been THREE PRs recently
Please provide the following information
I am interested to know if these PRs work with Godot4 with dotnet6 merged
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