VSCode doesn't start up Godot and attaches
See original GitHub issueWhen I F5 or run the game, nothing happens. I can stop the game and pause but there’s no game screen, it doesn’t seem like it builds. No errors show up anywhere (do I need to enable a setting to see them?). I think the godot editor settings is setup fine since the language server works fine.
How can I troubleshoot this?
I’ve followed everything in the tutorial, so I’m not sure what could be wrong.
I’m on a Mac OSX Sierra 10.12.6.
Here’s my config file:
{
"folders": [
{
"path": ".."
}
],
"settings": {},
"launch": {
"version": "0.2.0",
"configurations": [
{
"name": "Godot",
"type": "godot",
"request": "launch",
"project": "/Users/lucrecious/dev/gear_game",
"port": 6007,
"address": "127.0.0.1",
"launch_game_instance": true,
"launch_scene": false
}
]
}
}
I’ve used both the absolute file location and ${workspace}
and both should have worked.
Here’s my extension settings:
Issue Analytics
- State:
- Created 3 years ago
- Comments:16 (8 by maintainers)
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Eventually, yeah; the changes are folded in my latest pull request.
I agree.
I actually don’t use VSCode for editing anymore because the Godot plugin feels incomplete. You can’t use it for plugins yet, new
class_name
s are not included in the auto-complete until you reload the script in Godot, there are errors whenever you switch between VSCode and Godot, the auto-complete in VSCode is worse than the one in Godot’s editor, and the there’s a lot of little issues with syntax coloring. These issues really bother me and it discourages me from using VSCode for GDScript.I think the maintainer needs to work both with Godot and the plugin itself for it to work properly, otherwise you’ll get issues like the onea above. I think it’s worth considering hard-coded VSCode logic in Godot or something, and then general logic (like how we have now) for the rest.