How To Use Visual Studio AND VS Code With Godot 4!

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  • Опубликовано: 25 ноя 2024

Комментарии • 178

  • @Ali-Predator
    @Ali-Predator 2 месяца назад +3

    Hello, excuse me sir! I think that you might have forgotten to put some lines in the description which you said that you will put but that's OK! Really, don't worry! I will put them in this comment.
    The required lines for luanch.json file in Visual Studio Code to set up debugging in VS Code (10:22):
    {
    "name": "Launch", "type": "coreclr",
    "request": "launch", "preLaunchTask": "build",
    "program": "Your Godot.exe (Or console window version of it) file path",
    "console": "internalConsole","stopAtEntry": false
    }
    (Add a coma "," before the first brace if you have any other configurations before this one.)
    The required lines for command line arguments for integrating Visual Studio ( 20:34 ):
    --path.--verbose
    And hey! I liked the video so much, the way you speak, the detailed information and the length of the video which fits the other specialties of the video, thank you noble man!

  • @SergeySagan
    @SergeySagan Год назад +26

    Who else only needed the 19:44 part of getting your Godot app to run in Visual Studio? Useful video! Thanks!

    • @FinePointCGI
      @FinePointCGI  Год назад

      I'm glad it worked for you! Im still trying to figure out how to reduce these videos down in length but I just make them longer instead!

    • @pudgenubbins1280
      @pudgenubbins1280 8 месяцев назад

      @@FinePointCGI I'm having problems getting it to Print. Like I do GD.Print("blah"); but nothing comes through any of the consoles.

  • @RodHyde
    @RodHyde 2 года назад +30

    This is a textbook example of a guide to setting up development tools. It's a surprisingly rare skill and you make it look easy. Keep up the good work!

    • @FinePointCGI
      @FinePointCGI  2 года назад +4

      Hey thank you very much! I'm glad it was useful!

  • @ChaojianZhang
    @ChaojianZhang 2 месяца назад

    Great demonstration! Thanks!
    Quick reference for experience developers:
    15:22 Section on VS
    19:00 Editor setting
    19:40 VS Building class library
    20:20 New launch profile
    In short, set text editor to VS, create launch profile to mono build with `--path . --verbose`, working dir as `.`, and check Enable Native Debugging.
    This works by directly launch godot into game mode (same as "run" button in the editor) without starting editor.
    In Godot 4.3, Mono > Editor is Dotnet > Editor.
    A potential drawback of this method is we may not be able to debug C# and GDscript at the same time.

  • @nick_nic_nico
    @nick_nic_nico 10 месяцев назад +1

    A year later and this is still a life saver. I wouldn't have figured it out, thank you so much!!

    • @FinePointCGI
      @FinePointCGI  10 месяцев назад +1

      Hey I'm glad it worked!

  • @demented909
    @demented909 Год назад +1

    I just came here to say,. thanks a lot for this guide. I'm one of those developers who switched to Godot from Unity after the aftermath, and thanks to this video I managed to integrate Godot in both Visual Studio Code and Visual Studio 22 in 2 different computers, flawlessly.

  • @SolitudeSA
    @SolitudeSA Год назад +1

    Thank you. I set it up now with Visual Studio 2022 and had no problems at all. Working perfectly.
    And I subscribed too. Thanks for the tutorials.

    • @FinePointCGI
      @FinePointCGI  Год назад

      Hey im glad! Ive had some mixed messages for vs 2022 so im glad it worked!

  • @sealsharp
    @sealsharp Год назад +3

    So i tried getting it to work in Visual Studio. The way described in this video did not work.
    Then i installed the official godot visual studio extension, which then itself installed lots of xamarin/monodebugger stuff and it should also allow debugging but it did not.
    Then i followed another links that describes a known issue with VS2022 which according to the post requires an absolute path for the working directory instead of the single dot like in this video. That worked. Now since that looks almost like what is shown in this video, i tried this videos solution again and it now also works.
    I now got a working solution and i have no idea which of the many seemingly useless steps made the difference.
    That was an adventure. And your avatar looks like me. I think i like you. Not because of that, the video is nice as well.

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      That's interesting I wonder what made it work... I have set this up a few times but I will need to test this and verify this method still works.

  • @nüchtern_betrachtet
    @nüchtern_betrachtet 10 месяцев назад

    Absolutely awesome! As a newcomer, this just saved me hours if not even days of struggle. Thanks to you I am now able to use sophisticated C# libraries in my Godot projects.

  • @Adissey
    @Adissey Год назад +2

    Thank you for helping out! It works for me.
    Hope Godot C# Team will optimise all the unnecessary setup steps to actually work in a project.

  • @TechBoxNorth
    @TechBoxNorth Год назад +2

    Oh a Godot 4 C# tutorial that is easy to follow and very well explained and leads to something that works!? This is so weird! You're the man dude, thank you very much!

  • @tomsnall1542
    @tomsnall1542 Год назад

    This is Priceless. As a very novice VisualStudio coder I was really struggling to get the debugging to work using the GoDot Online Documentation. Just could not figure out the new profile part. This made it crystal clear. Saving this video for future reference. I'm sure I'll be returning to this next time I setup VS for Godot...

  • @bliu9063
    @bliu9063 Год назад

    Coming from the "Damned" Unity, this tutorial is the starting point for me to transfer all my C# development skills to Godot. I really appreciate your helpful tutorial. Thank you.

  • @iggymoeplays7015
    @iggymoeplays7015 2 месяца назад

    Thanks a ton for this. I was tired of using GD.Print statements everywhere in the Visual Studio code. Much appreciated! Subscribed!

  • @Holonet01
    @Holonet01 2 года назад +2

    Thank you! I have literally spent the last 3 days trying to figure out how to get debugging working in 4.0. Thought I was going to have to wait for the Godot C# plugin to be updated 😛. Will definitely be crediting this video as a setup step for some stuff I'm planning to upload =D.

    • @FinePointCGI
      @FinePointCGI  2 года назад

      Hey thanks! I'm glad it's helpful!

  • @Trinian666
    @Trinian666 Год назад +2

    Excellent video. I'd been confused by the old Godot 3.x C# guides, but it looks like Godot 4 is much easier to setup.

  • @kittenclinic
    @kittenclinic 2 года назад +8

    Fantastic guide for VSCode, thanks! As a professional C# dev I'm so excited for the .NET 6 support in Godot.
    Bit of feedback: Can you add a 00:00 starting timestamp in your timestamps list so it parses into video chapters? It would be nice to have them to refer back to. Thanks again!

    • @FinePointCGI
      @FinePointCGI  2 года назад +2

      I thought it did I'm sorry let me add it!

  • @maxaigner5322
    @maxaigner5322 Год назад

    Thank you for showing me how to go around that library whatever error in Visual Studio when you want to debug the project omg.

  • @saul8510
    @saul8510 2 года назад +2

    this is surprising. I remember that i cried at godot 3 c# because of visual studio and vsc was hard to get and i got a lot of errors. Now i am laughing because i forgot to add the a dot and for not adding it, it launched the project manager instead 😂😂. Thank you for the help.

  • @daniridao
    @daniridao Год назад +1

    Aaaaaand another project I start aaaaand another project I need to come to this video to remember the debug properties stuff to run debug from Visual Studio. This video should be pinged in the Godot documentation

  • @ronnybatty
    @ronnybatty 9 месяцев назад

    Great video, managed to get this working in VS and VS Code very quickly.
    Being able to debug in an external IDE and IntelliSense is great but the dev flow is still pretty clunky. There's no hot reload on save like you have with GDScript in the Godot IDE, so every time you need to test code changes you have to rebuild the project by manually restarting the debugger. It only takes a few seconds but does add up over the course of a day.

    • @Akumasama
      @Akumasama 2 месяца назад

      On the other hand, though, you don't need to bother with GDScript. Which is a huge bonus.

  • @mikecu2249
    @mikecu2249 22 дня назад

    im pretty sure your viewcount reflects the amount of Godot C# projects :D . Ty for the vid!

  • @ClassicRollPlayer
    @ClassicRollPlayer Год назад

    YUGE!!! Thanks for showing me how to debug in Visual Studio!

  • @powertomato
    @powertomato Год назад

    A what a live saver. Just updated my new project to Godot 4 and the Debugger stopped working and the Documentation is not yet updated.
    By the way, when attaching to a running process, you can hover over it to reveal the arguments the process was started with. The right process, will have the startup scene as its last argument.

  • @Normit08
    @Normit08 Год назад

    Thanks for this, been tearing my hair out trying to get this to work. Liked and Subscribed!

  • @javierfernandezbarreiro8558
    @javierfernandezbarreiro8558 2 года назад

    gooood!!! currently vscode c# addon is not working correctly😢 but vstudio works fine. thanks for this.

  • @adrianpinto1011
    @adrianpinto1011 11 месяцев назад

    Just what I was looking for. Thank you very much!

  • @rumpafumpa
    @rumpafumpa 2 года назад +2

    thank you so much, got this working on visual studio

    • @FinePointCGI
      @FinePointCGI  2 года назад +1

      I thought I'd get this video together before we start our c# horror game adventure!

    • @rumpafumpa
      @rumpafumpa 2 года назад +1

      @@FinePointCGI Sounds exciting! Love to see more c# godot tutorials

  • @Landri-s4q
    @Landri-s4q 6 месяцев назад

    great job, visual studio working perfect thanks to you

  • @mercai
    @mercai 2 года назад +5

    The Visual Studio Code part does not do autocomplete, because MSBuild is missing. I'm guessing you had it from elsewhere installed already, so skipped this step. Survivorship bias ;)

  • @spaceburt736
    @spaceburt736 Год назад +1

    You've saved me a lot of time. Thanks!

  • @CodingQuests
    @CodingQuests 2 года назад +1

    very informative video as always!

  • @mrkaratedo
    @mrkaratedo 2 года назад

    Aca en Argentina estoy usando GODOT 4 beta 3 esta genial!

  • @Ledwinator
    @Ledwinator 9 месяцев назад

    Amazing, thank you so much !

  • @AuchInAgil
    @AuchInAgil 7 месяцев назад

    You are a lifesaver man!

  • @AhmedHan
    @AhmedHan Год назад +1

    5:00 Can I use a higher DotNet version? I installed it via Visual Studio, and it says that the version is 7.0.401 on my computer.

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      You should be able to if you're using godot 4.1 according to the devs it supports up to 7

  • @MSPaintRose
    @MSPaintRose 10 месяцев назад +1

    EDIT: Figured it out, I had to use the exec and not the .app file. So /Applications/Godot_mono_4.2.1 {dot} app/Contents/MacOS/Godot for Mac users.
    How would I setup up the filepath in macos for the "program": part? Keep getting "launch: program '/Applications/Godot_mono_4.2.1.app' does not exist."

  • @peace__duke
    @peace__duke Год назад

    Thanks a lot, very useful video.

  • @eddyalleman1132
    @eddyalleman1132 2 года назад +1

    Thx Mitch, you are the best!

    • @FinePointCGI
      @FinePointCGI  2 года назад

      Hey thanks! I always struggle with thinking my videos are bad so it means a lot!

    • @eddyalleman1132
      @eddyalleman1132 2 года назад

      @@FinePointCGI actually I believe they are really good for someone who wants to code with Godot and this helps in choosing for c# or gdscript. If someone asks me, this is what I will refer to.

  • @vulnoryx
    @vulnoryx Год назад

    Very helpful. Thank you

  • @chrispham6085
    @chrispham6085 Год назад

    Great one! I haven't added my main scene yet but I'm sure it will work probably maybe. Is there any configuration to make it run the opening scene?

  • @Mimas74
    @Mimas74 Год назад

    Nice many thanks!

  • @maartenvant4209
    @maartenvant4209 Год назад

    Thank you so much man

  • @Nick_fb
    @Nick_fb Год назад

    Thank you!

  • @tubehello4615
    @tubehello4615 10 месяцев назад

    Attach Debugging, It can only be used during realtime. process or update.

  • @jellyfishhunter
    @jellyfishhunter Месяц назад

    Unfortunately this doesn't generate a solution file for me and Visual Studio doesn't properly attach to Godot 4.3 😔

  • @DarkJDL
    @DarkJDL 6 месяцев назад

    This almost works, Console.WriteLine("test") or Debug.WriteLine("test") or GD.Print("test") all do not output to the output tab in visual studio. when I click the button in Godot, it works in Godot. but in Visual studio I get zero output.

  • @_domdomdom
    @_domdomdom 11 месяцев назад

    Thanks for this very helpful video.
    I have a question. If you move the c# .csproj into a new directory in your filesystem, resolve the reference in the .sln file so it is loaded and building properly, and then follow these exact Visual studio steps in this video, the debug profile launches the project manager instead of the project itself. Do you know why this is? I am trying to manage the organization of my project root directory files and I want the c# project one folder deeper.

  • @vit6723
    @vit6723 15 дней назад

    How do i run the project in VS code using ADB? Windows

  • @WildGrowthJ
    @WildGrowthJ Год назад

    That did it!

  • @MSPaintRose
    @MSPaintRose 10 месяцев назад

    Do you know how to make the debug window launch on the same monitor as the godot engine? If I launch the scene from Godot itself, it launches on the same window, but if I launch it with vscode, it launches on my primary monitor.

  • @Shanjaq
    @Shanjaq Год назад +1

    13:17 for some reason at this point all of my breakpoints are disabled, mouseover they say "no symbols have been loaded for this document". did I miss something?

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      Alot of times this happens if the debugging assemblies are not loaded you can check this at debug > windows > modules to see if its loaded. If its not loaded you can try rebuilding the project under the build > rebuild menu. if that doesnt work you can try
      Right mouse click your project
      Select [Properties]
      Select the [Build] tab
      Make sure [Define DEBUG constant] and [Define TRACE constant] are checked
      Make sure [Optimize Code] is unchecked
      Click the [Advanced] button at the bottom of the Build tabpage
      Make sure that [Debug Info:] is set to [full]
      Click [OK] and rebuild the project
      and see if that works.

    • @Shanjaq
      @Shanjaq Год назад +1

      @@FinePointCGI Thanks for the quick reply! I forgot to mention I'm using VSCode so all of my troubleshooting had to be done within launch.json. Someone in the Godot Discord pointed out that since I was using Godot 3.5.1, the launch profile "type" had to be "godot-mono" instead of "coreclr" (which would have been correct for Godot 4.x+)

    • @FinePointCGI
      @FinePointCGI  Год назад

      Ah that makes sense!

  • @owenlloyd2528
    @owenlloyd2528 Год назад

    Thank you

  • @Carbon1911
    @Carbon1911 9 месяцев назад

    Hey! Thank you for the tutorial, it helped a lot :) I have a question though -- is there any way how to display the Godot's console (e.g. the stuff printed by GD.Print method) in the Visual Studio please?
    I tried swapping the executable with the Godot_v-stable_mono_win64_console console version, then I'm able to see the print output in the console, however in that case I'm not able to hit any breakpoints.
    Thanks to anyone for advice and I'm sorry if this question has been asked before :)

  • @ernestoalfonso4773
    @ernestoalfonso4773 Год назад

    Thanks a lot

  • @mirtir472
    @mirtir472 8 месяцев назад

    hey with vsstudio is it possible to debug from another scene ? or i will always have to change scene to go on my debug scene ?

  • @skorne7682
    @skorne7682 Год назад

    Thanks for this guide, I have one problem after hooking up VS 2022 to Godot, everything works perfectly except I no longer see the output from Godot, not in the VS or Godot output windows, so GD.Print is essentially lost in the void.

    • @FinePointCGI
      @FinePointCGI  Год назад

      I've also ran into this you could use console.write line instead which would give you the same result but it will work for visual studio and not in Godots output

    • @goblin380
      @goblin380 Год назад

      Is there a reason onsole.write line would not be showing in the output window of visual studio? Am I looking in the wrong spot? I have also tried: System.Diagnostics.Debug.WriteLine("test"); @@FinePointCGI

  • @Girafik0
    @Girafik0 Год назад

    It`s works, but not completely. When I exit the Ready function, the program says that I need to show the path to Node.cs. What does it mean?

  • @monkeeyo101
    @monkeeyo101 Год назад +1

    Im writing all of the following and still no output when running from Visual Studio, (i do get output when i run from godot, just can;t debug breakpoints in VS)
    GD.Print("Hello world");
    Console.WriteLine("Hello world");
    Debug.Write("Hello world");

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      This is a known issue currently with Godot. I am having similar issues it seems gd print works only when running in Godot and console.writeline only works when running Godot in console mode however this breaks vs integration.

    • @luizcassettari
      @luizcassettari Год назад

      I have the same problem. I don't know if has a workaround, but I noticed that GD.PushWarning or GD.PushError shows in the console inside Visual Studio.

    • @FinePointCGI
      @FinePointCGI  Год назад

      Oo that's a good tip! I didn't know that was a thing!

    • @luizcassettari
      @luizcassettari Год назад

      @@FinePointCGI me neither! I started messing with Godot today, and the 'Enable native code debugging' needs to be activated work, maybe there is some unknown configuration to make the GD.Print or Console.WriteLine to work inside the Visual Studio 2022.

    • @FinePointCGI
      @FinePointCGI  Год назад

      @luizcassettari That's really interesting! Does your debugging/breakpoints work because on my end it does but I've had a few reports of people saying it doesn't

  • @oxdan9101
    @oxdan9101 7 месяцев назад

    I dont have any logs on VS2022 or on Godot When i lunch the Game from VS2022.. is that normal ?

  • @GekkoGames
    @GekkoGames Год назад

    Is there a Way to Make the Button "Profile 1" in Visual Studio 22 save the whole Project before executing the Project? For me it doesnt take changes into account i did in the Godot Editor unless i manually save beforehand in the Godot editor....

  • @tvojan4779
    @tvojan4779 Год назад +1

    autocompletion doesn't work and on 9:47 I got an error stating:
    "Cannot create .NET debug configurations. The OmniSharp server is still initializing or has exited unexpectedly.
    Source: C# (extension)"
    Help would be appreciated!

    • @FinePointCGI
      @FinePointCGI  Год назад

      I would reinstall my C sharp add-on for visual studio code. Usually this error occurs if omni sharp server somehow decided not to initialize properly.
      Omni Sharp does all of your autocompletion and all of your building and debugging so if it doesn't initialize properly it'll break.

    • @tvojan4779
      @tvojan4779 Год назад

      @@FinePointCGI Thank you so much for such a quick answer!
      Unfortunately I tried reinstalling the C# add-on and deleting the launch.json file to restart the whole process at least 2 times and it still seems to not work:/

    • @FinePointCGI
      @FinePointCGI  Год назад

      Do you have any other versions of .net?

    • @tvojan4779
      @tvojan4779 Год назад

      I now tried it with .NET 7 and it still doesn't seem to work. .NET 4 does the same thing but doesn't show an error.

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      You should not have any other version of.net installed other then 6 that can really mess with OmniSharp for some reason

  • @Ilamarea
    @Ilamarea Год назад

    Autocompletion is broken. Omnisharp won't start. Any idea how to fix this insanity?

  • @fabulog7010
    @fabulog7010 8 месяцев назад

    is there any way to see the console output in visual studio 2022, either from GD.Print or Console.WriteLine?

  • @SunWukongYT
    @SunWukongYT 10 месяцев назад

    Would this have to be done everytime I'm starting a new Godot project? Not that there's any problem with doing that but I just wanted to know in case I have to memorize these steps

    • @FinePointCGI
      @FinePointCGI  10 месяцев назад

      Yes anytime you start a new project you want me to do this. However just the last few steps for debugging.

  • @Wanfanel
    @Wanfanel 11 месяцев назад

    VS 2022 Normal error show but not GD.Print and GD.PrintErr. in your video isn't show is working or not

  • @KENISEG
    @KENISEG 8 месяцев назад

    how edit gdscript in vs ?

  • @aalmutairi6604
    @aalmutairi6604 2 года назад +1

    hi
    How can I setup fps in viewport in godot 4.
    I have 135 fps and I don't need all these fps in the viewport but I need only 30 fps .
    In unreal engine 5 I can control fps . But in godot I don't nom how to do it

    • @FinePointCGI
      @FinePointCGI  2 года назад

      Under project > project settings on the right hit advanced settings the go to run max fps. You also can go to display > window and adjust your vsync if you want to go above 135

    • @aalmutairi6604
      @aalmutairi6604 2 года назад

      @@FinePointCGI thank you

  • @de1eteee
    @de1eteee 2 года назад

    Hi, thanks for the great guide.
    But I have a problem that when I run the game via VS, I do not load the pdb files for my dll. Don't know how to solve this?
    Configuration:
    MS Visual Studio 2022 17.4.1
    Godot 3.5.1 stable mono x64

  • @annt229
    @annt229 Год назад

    The GD.Print function does not show up in both the Godot Editor and VS output console (only when launch via Debug profile), run directly via Godot Editor still working fine. How do I fix this?

    • @FinePointCGI
      @FinePointCGI  Год назад

      You cant. Thats a limitation we have for right now.

  • @BrunodeSouzaLino
    @BrunodeSouzaLino Год назад

    Do you have to do the launch profiles every time you create a project or only the first time you set VS or Vscode up?

    • @FinePointCGI
      @FinePointCGI  Год назад

      Only the first time you set it up for that project.

    • @BrunodeSouzaLino
      @BrunodeSouzaLino Год назад

      @@FinePointCGI Why can't this process be automated or set up so it's done automatically for all C# projects you create?

    • @FinePointCGI
      @FinePointCGI  Год назад

      It could but the Godot devs would need to update the integration to handle it

  • @nychold
    @nychold Год назад

    Debugging in Visual Studio 2022 isn't working for me. Followed everything in the video, and when I hit run, whether I have a breakpoint in _Ready or in _Process, neither get tripped, and the code is running because I'm printing error messages in those methods, and seeing the messages. Just no breakpoints.

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      I'll double check on visual studio 2022 to see what's going on it's possible something may have changed

    • @nychold
      @nychold Год назад

      @@FinePointCGI It took a few reboots, and the console version doesn't work, which sucks because you can read the GD.Print, but it works now.

  • @bananapie6383
    @bananapie6383 Год назад

    How do u do the same with Linux ?

  • @gabrielcardoso785
    @gabrielcardoso785 Год назад

    My editor doens't have the option of "mono", that can I do?

    • @FinePointCGI
      @FinePointCGI  Год назад

      Just do c# or dotnet I believe with a new plug in it uses that instead

  • @monsieurouxx
    @monsieurouxx 2 года назад

    I don't have a Build button in the top right. Is is because there's no C# file at all in my game yet?

    • @FinePointCGI
      @FinePointCGI  2 года назад +1

      Yes if you don't have a solution or C's proj it will not have the build button

  • @olexayko
    @olexayko Год назад

    That means, I can now debug godot via visual studio like in unreal engine development?

    • @FinePointCGI
      @FinePointCGI  Год назад

      Sort of yes. Your console.writelines wont work and printing wont work but you can step though your code in visual studio

  • @bleuthoot
    @bleuthoot Год назад

    What's the difference between this and the Godot C# plugin?

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      The c# plugin is used for godot 3.5 because it used the old mono system and the plugin does not work (unless they have updated it).

  • @AGBWBREH
    @AGBWBREH 10 месяцев назад

    I'm just trying to print to the console with GD.Print() and it doesn't show in the console. I can't believe I'm stuck on this.

    • @FinePointCGI
      @FinePointCGI  10 месяцев назад

      You can't sadly you need to do Console.WriteLine

    • @AGBWBREH
      @AGBWBREH 10 месяцев назад

      @@FinePointCGI Hey! Thanks for the reply! I meant to say printing to the output area in Godot. I found the answer to my problem though. (Please don't laugh at the solution).
      I hadn't saved the file in VS, so Godot had no way of reading the updated script.
      Too much shame for me for one day.
      Thank you for the video though :)

  • @Arkankraft
    @Arkankraft Месяц назад

    Works well but in my Case Visual Studio wants to install .net 6 i installed 8 and i want to use the 8 framework how can i fix that? I mean it works but you know a Warning is a Warning :D

  • @marino3034
    @marino3034 Год назад

    How do I get access to what was written to console via GD.Print(...)?

    • @FinePointCGI
      @FinePointCGI  Год назад

      You have to look at the godot editor to see the log messages

    • @marino3034
      @marino3034 Год назад

      @@FinePointCGI okay, but that doesn't show if you start via VS.

  • @thehyper4288
    @thehyper4288 Год назад

    this saved me, thanks a lot

  • @InfVR
    @InfVR Год назад

    hmmm...I neither have the "mono" option in editor settings nor do I have the "c#" option in project tools (which i found smth pointing to it in the godot docs)

    • @FinePointCGI
      @FinePointCGI  Год назад

      Are you running the mono version of godot? They have two clients one for mono and GD and one for just GD you can tell by looking at the bottom right of your editor it should say version 4.x-mono or something to that effect.

    • @InfVR
      @InfVR Год назад +1

      @@FinePointCGI yea. I did find that out after the fact. was running the editor you can get off of steam. thought they may have given people the option to switch to mono using a beta branch or smth. but guess the mono versions are only available through the website

    • @FinePointCGI
      @FinePointCGI  Год назад

      @InfVR yeah That's something that is a conversation within the community of whether or not they should combine and just have one version of Godot that has both. Or have the ability to download it at least from steam..

    • @InfVR
      @InfVR Год назад

      @@FinePointCGI yea.. also quick question (if you are familiar with godot's VR support and how to set it up) if not it is fine too. I am currently trying to figure out how to get an output to my HMD (valve index) the tracking seems to work fine I just can't get an image to appear inside the hmd. if you could help me with that I would be very thankful. (switched over from Unity btw. having a bit of a hard time)

    • @FinePointCGI
      @FinePointCGI  Год назад

      @InfVR it's on my list to look at but they do have some basic projects located
      github.com/GodotVR/godot-xr-tools
      It's in GD script so some translation will be needed. I plan to do vr and at but it's like iOS in godot it's kind of painful.

  • @IPODsify
    @IPODsify Год назад

    autocomplete not working for me

  • @drsensor
    @drsensor 2 года назад

    Hi, vim user here 👋
    Does Godot 4 now has proper LSP server? (can be started from CLI)
    I remember in the past that I need to run the editor to activate the GDscript auto-completion in VSCode

    • @FinePointCGI
      @FinePointCGI  2 года назад +1

      For GDScript yes it's the same as 3.5 the language server starts with Godot for C# since it's Net 6 it should work without Godot.

  • @muh.fate666
    @muh.fate666 Год назад

    When I'm trying to debug VS gives me the following error: The project doesn't know how to run the profile 'ProfileName' and command 'Executable'
    Anyone else?

    • @muh.fate666
      @muh.fate666 Год назад

      * Already installed "Development tools for .NET" on installer.

    • @muh.fate666
      @muh.fate666 Год назад +1

      Don't know exactly why, but...
      When I updated my VS Extensions (things that I use for work like EF Power tools) the error gone.
      ¯\_(ツ)_/¯
      Just leaving this comment to help others :)

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      That's kind of odd! ill keep it in mind when I have to set up my machine again!

  • @daczimek
    @daczimek Год назад

    Hey man! Very helpful and good tutorial. Quick question though. I went with the setup for Visual Studio and everything seems to be working. My only problem is that when I debug from within VS I can set breakpoints however I cannot see the output from the GD.Print() lines. They are neither shown in the VS Output nor in Godot. Do you know any way to fix this?

    • @FinePointCGI
      @FinePointCGI  Год назад

      You can't see the output so you would need to use console.writeline instead due to how logging is done in c#

    • @daczimek
      @daczimek Год назад

      @@FinePointCGI I see, that's what I figured. Thank you!

  • @novh4ck
    @novh4ck 2 года назад

    I tried to replicate the debugging setup on Linux and got stuck at the program path not being recognized. Anybody figured out how to solve it?

    • @FinePointCGI
      @FinePointCGI  2 года назад

      What's the path you're using?

    • @novh4ck
      @novh4ck 2 года назад

      @@FinePointCGI I tried many paths. For instance: "/run/media/novhack/Orange/Godot_v4.0-beta3_mono_linux_x86_64/Godot_v4.0-beta3_mono_linux.x86_64"

    • @FinePointCGI
      @FinePointCGI  2 года назад

      I forget Linux syntax but When you run it from the terminal I wonder if you need to put a . Beforehand perhaps it's not trying to execute it correctly or something or add it to your path and just input that var?
      I'll download Linux and install it I've been meaning to do tutorials on Linux.

  • @flashback4588
    @flashback4588 Год назад +1

    everything else works for me except for the auto completion :C

  • @falconx2007
    @falconx2007 Год назад

    why is the intellisense for godot not working in vs code route
    someone pls help me

    • @FinePointCGI
      @FinePointCGI  Год назад

      What's it doing? What version of Godot?

    • @falconx2007
      @falconx2007 Год назад

      no intellisense and it auto corrects to guid
      4.0.2

    • @FinePointCGI
      @FinePointCGI  Год назад

      Do you have .net 6 installed? Some other things to check
      You can't have other versions of .net
      You may need to generate a new sln file
      You should check the version of your vs code c# plugin

    • @madhesh1731
      @madhesh1731 Год назад

      add this vs code plugin
      ruclips.net/video/7nExKQn1CAw/видео.html

  • @Paul-dd9ox
    @Paul-dd9ox Год назад +2

    Hi, please don't put a special character like "#" in your project's name, you're gonna be blocked trust me. I did this because this was my first c# project in godot and this blocked me for so long lmfao

    • @FinePointCGI
      @FinePointCGI  Год назад +1

      Yup! I found that out the hard way!

  • @hungryhedgehog4201
    @hungryhedgehog4201 Год назад

    Does not seem to work right anymore even with their templates, it does not start the editor or enable debugging. This is honestly tiresome.

    • @FinePointCGI
      @FinePointCGI  Год назад

      What version of Godot are you using? I just tested this and it works for me. Are you getting any errors or anythin

    • @hungryhedgehog4201
      @hungryhedgehog4201 Год назад

      @@FinePointCGI 4.0 stable, no errors. I even used the new godot templates for the jsons but it just doesnt start the program, at most it's launching godot itself. I have given up and am using GDScript now

  • @meuscc
    @meuscc 2 года назад

    Hot reload not work in c# ~~~~

    • @_profan
      @_profan 2 года назад +1

      if you disable the native code debugging it will work, somehow native debugging + hot reload = no bueno

  • @Humperdinkle0
    @Humperdinkle0 Год назад

    Yeah, this tutorial is very out-of-date, the intellisense does not pick up Godot at all when you set it up like this. Please do not refer to this tutorial anymore!

    • @FinePointCGI
      @FinePointCGI  Год назад

      It should still work I think Microsoft did an update to visual studio codes plugin so you might want to downgrade the plugin and that may help

    • @TrevHolland
      @TrevHolland Год назад

      Here's the fix. You only need the "C#" extension installed. You DO NOT need the "C# Dev Kit" extension installed. After installing the C# extension, click the little cog icon next to it and choose "Extension Settings". Find the setting called "Use Omnisharp" and check it. Restart VSCode. That said, the debugging portion of this does not work at all for VSCode. Trying to figure that out, now.

  • @masonmiguez6033
    @masonmiguez6033 4 месяца назад

    terrible, broke my vs code setup lol

  • @Gierki_Dev
    @Gierki_Dev Год назад

    install dir
    --path. --verbose
    .
    enable native code debugging = true