Comments (4)
I guess it might be possible to add "Launch (Select Scene)" via a launchSettings.json...
Maybe the extention could generate the launch profiles everytime a new scene file gets created/deleted inside the project?
We could use FileSystemWatcher for this.
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@Xyotic
With .NET6 and Godot4, VS2022 is becoming less challenging to configure LIKE VS Code.
The extension first milestones is to automate as u have suggested. :-)
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{
"profiles": {
"Editor": {
"commandName": "Executable",
"executablePath": "Path to Godot_v4.1-rc2_mono_win64\\Godot_v4.1-rc2_mono_win64.exe",
"commandLineArgs": "--path . --editor --verbose",
"workingDirectory": ".",
"nativeDebugging": true
},
"Launch": {
"commandName": "Executable",
"executablePath": "Path to Godot_v4.1-rc2_mono_win64\\Godot_v4.1-rc2_mono_win64.exe",
"commandLineArgs": "--path . --verbose",
"workingDirectory": ".",
"nativeDebugging": true
}
}
}
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Related Issues (20)
- Exception with Xamarin.VisualStudio "file already exists" HOT 5
- IntelliSense stops working with the debugging workaround HOT 5
- Can not launch game from Visual Studio 2022 HOT 12
- Cannot install it for visual studio 2022 HOT 2
- Cannot break in referenced projects.
- Extension stopped working on VisualStudio v17.3.0 HOT 10
- How to improve VisualStudio experience with Godot4 NativeAOT? HOT 4
- Latest Update from the submitted PRs HOT 33
- Where is the official "how to install" documentation? HOT 1
- Is this Obsolete? VS2022 works with Godot 4.Beta1 no extension needed HOT 8
- Make the launching easier HOT 1
- New launch workaround HOT 3
- Implement Input map suggestion
- adding PathMap to csproj breaks debugger
- [WIP] Godot4 Visual Studio 2022 Guide HOT 7
- [WIP] Hot Reload
- Support for Profiling? HOT 2
- Game changing framework for Godot 4 Visual Studio: VS2022 compatible test adaptor framework HOT 13
- Godot 4 addon for supporting debug in VS2022
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