godotengine / godotengine/godot-csharp-vscode

Code linting in vs code bugs out and it doesnt recognize "Godot" namespace when adb is turned on

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#60 1 comment 1 reaction 1 assignee Claimed by @neikeq View on GitHub
bug
Dominant language
TypeScript
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165
Forks
29
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No merged PRs in 30d

Description

Vs Code stops recognizing godot namespace when I connect my phone with usb debugging turned on and export to android. It stays that way for a while until it automatically fixes itself even after killing adb.exe but only happens when doing usb debugging.
Restarting code and editor doesn't help either in most cases.

Godot v4.2.beta2.mono.official [f8818f85e]
Ryzen 5600H
RTX 3050 Laptop GPU
.Net 7

Steps to recreate:
Create a project, setup launch.json and tasks.json in .vscode directory. Works fine until a phone with usb debugging is connected and project is exported to it through "Run on device" option.

`{
"version": "0.2.0",
"configurations": [
// For these launch configurations to work, you need to setup a GODOT4
// environment variable. On mac or linux, this can be done by adding
// the following to your .zshrc, .bashrc, or .bash_profile file:
// export GODOT4="/Applications/Godot.app/Contents/MacOS/Godot"
{
"name": "Play",
"type": "coreclr",
"request": "launch",
"preLaunchTask": "build",
"program": "C:\\Users\\adars\\Downloads\\Godot\\Godot_v4.2-beta2_mono_win64\\Godot_v4.2-beta2_mono_win64.exe",
"args": [],
"cwd": "${workspaceFolder}",
"stopAtEntry": false,
}
]
}`

My launch.json file above

`{
"version": "2.0.0",
"tasks": [
{
"label": "build",
"command": "dotnet",
"type": "process",
"args": [
"build"
],
"problemMatcher": "$msCompile",
"presentation": {
"echo": true,
"reveal": "silent",
"focus": false,
"panel": "shared",
"showReuseMessage": true,
"clear": false
}
}
]
}`

My tasks.json file above

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