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This page is up to date for Godot 4.2
.
If you still find outdated information, please open an issue.
Visuаl Studio Code¶
Visual Studio Code is a free cross-platform code editor by Microsoft (not to be confused with Visual Studio).
Импортирование проекта¶
Make sure the C/C++ extension is installed. You can find instructions in the official documentation. Alternatively, clangd can be used instead.
При использовании расширения clangd выполните
scons compiledb=yes
.На главном экране Visual Studio Code откройте корневую папку Godot с помощью File > Open Folder....
Press Ctrl + Shift + P to open the command prompt window and enter Configure Task.
Select the Create tasks.json file from template option.
Затем выберите Others.
If there is no such option as Create tasks.json file from template available, either delete the file if it already exists in your folder or create a
.vscode/tasks.json
file manually. See Tasks in Visual Studio Code for more details on tasks.Within the
tasks.json
file find the"tasks"
array and add a new section to it:{ "label": "build", "group": "build", "type": "shell", "command": "scons", "args": [ // enable for debugging with breakpoints "dev_build=yes", ], "problemMatcher": "$msCompile" }
Arguments can be different based on your own setup and needs. See Введение в систему сборки for a full list of arguments.
Debugging the project¶
Для запуска и отладки проекта необходимо создать новую конфигурацию в файле launch.json
.
Press Ctrl + Shift + D to open the Run panel.
If
launch.json
file is missing you will be prompted to create a new one.
Select C++ (GDB/LLDB). There may be another platform specific option here. If selected, adjust the configuration example provided accordingly.
Within the
launch.json
file find the"configurations"
array and add a new section to it:
{
"name": "Launch Project",
"type": "lldb",
"request": "launch",
// Change to godot.linuxbsd.editor.dev.x86_64.llvm for llvm-based builds.
"program": "${workspaceFolder}/bin/godot.linuxbsd.editor.dev.x86_64",
// Change the arguments below for the project you want to test with.
// To run the project instead of editing it, remove the "--editor" argument.
"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"preLaunchTask": "build"
}
{
"name": "Launch Project",
"type": "cppdbg",
"request": "launch",
// Change to godot.linuxbsd.editor.dev.x86_64.llvm for llvm-based builds.
"program": "${workspaceFolder}/bin/godot.linuxbsd.editor.dev.x86_64",
// Change the arguments below for the project you want to test with.
// To run the project instead of editing it, remove the "--editor" argument.
"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"setupCommands":
[
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
],
"preLaunchTask": "build"
}
{
"name": "Launch Project",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}/bin/godot.windows.editor.dev.x86_64.exe",
// Change the arguments below for the project you want to test with.
// To run the project instead of editing it, remove the "--editor" argument.
"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"console": "internalConsole",
"visualizerFile": "${workspaceFolder}/platform/windows/godot.natvis",
"preLaunchTask": "build"
}
Примечание
Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the CodeLLDB extension is installed.
If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration).
Do note that lldb may work better with LLVM-based builds. See Compiling for Linux, *BSD for further information.
The name under program
depends on your build configuration,
e.g. godot.linuxbsd.editor.dev.x86_64
for 64-bit LinuxBSD platform with
platform=editor
and dev_build=yes
.
Если у вас возникнут какие-либо проблемы, обратитесь за помощью в один из каналов сообщества Godot.
Совет
To get linting on class reference XML files, install the vscode-xml extension.