godotengine / godotengine/godot
Rider forgets about the Godot namespace when building for Android
- Dominant language
- C++
- Stars
- 117k
- Forks
- 26.8k
- PR merge metrics
- PR metrics pending
Description
### Tested versions
Tested in 4.2.2 Mono stable 64Bit
### System information
Windows 11, Godot 4.2.2, Rider 2023.1 Build #RD-233.11799.303
### Issue description
Whilst Rider works fine when working on a Godot project in the editor, the moment I either export an Android APK or try a remote debugging session on my Android device Rider just seems to forget about the existence of the Godot namespace and all its classes until I restart Rider. If I just start the game for Windows there's no issue and the project keeps working.
### Steps to reproduce
With the attached sample project, simply open it up, double click the Hello.cs from the FileSystem tab and confirm that the Godot namespace is found. In Godot, start a remote debug session and go back to Rider, once the game has been installed on your Android device Rider will forget about the Godot namespace.
Note, when creating the MRP it didn't happen until I manually generated the C# solution via `Project -> Tools -> C# -> Create C# Solution` so the bug may be related to that.
### Minimal reproduction project (MRP)
[AndroidBug.zip](https://github.com/godotengine/godot/files/15075205/AndroidBug.zip)
Contributor guide
Research direction
Start with the attached AndroidBug.zip project, open Hello.cs, and reproduce the issue by creating the C# solution, exporting an Android APK or starting remote debugging, then checking Rider's Godot namespace resolution. Compare this with a Windows run and confirm that the Godot namespace and classes remain available without restarting Rider.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- android, csharp
- Domain
- mobile-dev, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100