I have tested the supplied approach using CoreCLR and can verify it does work (But does require the official visual studio code release as well as an extension see: https://chickensoft.games/docs/setup/#-vscode-extensions). I think we should expand the documented linked in with:
but it’s documented.
Not only is the documentation a bit short but it relies on external information linked in through a github issue. We should include a minimal working example that users of VSCode can add to launch.json and tasks.json.
Furthermore, the README and description of this package detail that at least 3.5 needs to be us…
I have tested the supplied approach using CoreCLR and can verify it does work (But does require the official visual studio code release as well as an extension see: https://chickensoft.games/docs/setup/#-vscode-extensions). I think we should expand the documented linked in with:
but it’s documented.
Not only is the documentation a bit short but it relies on external information linked in through a github issue. We should include a minimal working example that users of VSCode can add to launch.json and tasks.json.
Furthermore, the README and description of this package detail that at least 3.5 needs to be used but the limitation that it does not work for 4.0 and above is mentioned nowhere.
Looking on how to debug C# in Godot easily lands you on this repository. I have personally wasted some hours trying to get this extension to work.
The CoreCLR solution is also included in several Godot templates such as the prominent: https://github.com/chickensoft-games/GodotGame
In short I think the following are in order, aren’t to much work and have clear and large community benefits:
- Update the documentation to be free from external URLs including details about the CoreCLR requirements.
- Either update this extension to support Godot 4 directly or at least make very explicitly clear with large warnings that it will not work for Godot 4.
The following we could do to go the extra mile and make Godot even more awesome:
- Document that for
CoreCLRthe work the binary in/opt/godot/bin/godot.linuxbsd.editor.x86_64.mononeeds to be used and that using/usr/bin/godot-monowon’t work. (This issue might be specific to Arch Linux, verification required). - Document that the
ms-dotnettools.csharpextension required forCoreCLRis only available, and will only work in the official Visual Studio Code release.
I’d be more then happy to work on all of this but am new to Godot so some pointers to repo’s and potential CLA’s I need to sign or other contributor documentation would be appreciated.
I want to leave on the note that I think it is really important to ensure even old documentation stays at least accurate so that it does not leave newcomers frustrated and looking elsewhere.