Open GeorgeS2019 opened 5 months ago
Hi, thanks for the suggestions.
Attaching the vs22 editor to the Godot process is actually a better approach now you mention it. :D Looked into that and put it on the following branch: vs22connect You have to open the project in vs22 already and then you have to attach using "manually choose the debugging engines". I have to find a way to automate, though.
About the new scenes, the script just checks which scene is currently being edited on the moment the Godot editor loses focus, so as long as the changes are saved to file they are caught.
https://github.com/godotengine/godot-csharp-visualstudio/issues/49
This is my understanding right now.
Suggestions
When new scene is added, it is unclear if they are caught by the addon.
It is unclear there is a valid use case to debug multiple scenes ( which interact with each other ) is possible
The requested features may already be implemented here Perhaps there is a readme to direct new users to both addons? https://github.com/Douwco/douwco.debug_environments