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At 3.0 Godot now supports C# and encourages the use of Visual Studio Code to edit this code.

It is not clear how to attach VS Code so that we an apply breakpoints and debug a project at runtime.

I am running:

  • A recent build of Godot from master (b49ca94 with mono for 64-bit windows)
  • Visual Studio Code 1.21.0 with these extenstions
    • C# 1.14
    • Mono Debug 0.15.8
  • Mono 5.10.0
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  • \$\begingroup\$ Just did a quick seach and found this tutorial on making VSCode work nicely with Godot and C#. In the comments I found this. It sounds like there isn't an easy way to do this yet. That doesn't mean that it can't be done, but it will probably be a lot more complex than just checking a couple settings. I have a feeling it would require building a plugin for both programs, so that the breakpoint api can be exposed and then accessed by VSCode. \$\endgroup\$ Commented Apr 9, 2018 at 23:43
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    \$\begingroup\$ These days I use C# Tools for Godot. Then again, than answer is better fit for Software Recommendations. \$\endgroup\$ Commented Oct 14, 2020 at 18:05
  • \$\begingroup\$ Oh, I hadn't heard Neikeq released some official tooling! \$\endgroup\$ Commented Oct 14, 2020 at 22:42
  • \$\begingroup\$ If you post that comment in the answer box, I will edit my question to be more version agnostic and we can call it answered. Thanks. \$\endgroup\$ Commented Oct 14, 2020 at 22:45

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