Debugging when starting the project from editor #15
Replies: 1 comment 1 reply
-
Hey, yeah the issue you're running into is that when you use the For my project I mostly worked on it just by launching the project directly (omitting the If you want to debug the process launched by the editor you should be able to attach to it manually from vscode/vs2022, but it's an extra manual step that would be necessary each time the project is launched. |
Beta Was this translation helpful? Give feedback.
-
Hello, I have a question, not directly about your project, but generally about setting up GDExtension debugging in Visual Studio Code. Since your project's focus is on that, I hope you won't mind giving some insights here.
I have a basic extension compilation set up and it all works as expected. Now I'm trying to add proper debugging. I've set up the
launch.json
file mainly by copying parts of it from your project's repo. It looks exactly like this:And it works as expected. The breakpoint set in the source stops the execution. However if I uncomment the
//--editor
line to start the Godot editor first and then start the project from the editor by pressing play, the breakpoint is ignored and debugging seems to be not working at all.Do you know why is that? Is it something I'm missing in the setup?
Ideally I'd like to be able to debug the re-compiled extension code without a need to restart the editor, using the "attach" request instead of "launch". So simply having the editor running all the time, re-compile the extension and press play in the editor. Is this kind of thing even possible?
Beta Was this translation helpful? Give feedback.
All reactions