godotengine / godotengine/godot-vscode-plugin
Details for debug settings vscode
- Dominant language
- TypeScript
- Stars
- 2.1k
- Forks
- 257
- PR merge metrics
- No merged PRs in 30d
Description
### Godot version
4.2
### VS Code version
1.85.2
### Godot Tools VS Code extension version
1.3.1
### System information
mac os & windows
### Problem statement
Spent a day setting vscode.
I found the difference between gdscript and c# vscode setting.
I used this launch.json file
```json
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach",
"type": "coreclr",
"request": "attach",
},
{
"name": "GDScript Godot",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"address": "tcp://127.0.0.1",
"port": 6005,
"debugServer": 6006,
"internalConsoleOptions": "openOnFirstSessionStart",
"launch_game_instance": true,
"launch_scene": false,
},
]
}
```
**Very Very , The c# was attached during execution, and the gdscript was executed within the project.**
First of all, it seems that debugging is not possible by mixing the c# code and gdscript.
So it would be nice if there was information that only one language was set and used.
### Proposed solution
I would like to add a detailed description of launch.json and taks.json, and I would like to add a detailed description of 6005,6006,6007 ports due to lack of description of the ports.
I knew in raunch.json that godot and godot-mono are different in type setting. I think there's not enough explanation for this.
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