Closed WebF0x closed 5 months ago
The instructions in the readme are for the current master
branch, not 1.3.1
. The command you're using has been completely reimplemented, so whatever documentation you're following is probably not relevant to you.
Unfortunately, I'm out of town at the moment, but I'll investigate this further when I get home.
@DaelonSuzuka ah good to hear! So maybe you just need to release a new version so we can use it in VSCode
The Readme instructions are for MacOS though, it would be nice to have instructions for Windows
Trying with the master branch.
C:/Users/Dupui/AppData/Local/Programs/Microsoft VS Code/bin/code.cmd
Trying with the master branch.
godotTools.editorPath.godot4
should be "c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe"
Trying with the master branch.
Using this launch.json file:
{
"version": "0.2.0",
"configurations": [
{
"name": "Launch",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"address": "http://127.0.0.1",
"port": 6005,
"scene": "main",
"editor_path": "c:/Program Files (x86)/Steam/steamapps/common/Godot Engine/godot.windows.opt.tools.64.exe",
// engine command line flags
"profiling": false,
"single_threaded_scene": false,
"debug_collisions": false,
"debug_paths": false,
"debug_navigation": false,
"debug_avoidance": false,
"debug_stringnames": false,
"frame_delay": 0,
"time_scale": 1.0,
"disable_vsync": false,
"fixed_fps": 60,
// anything else
"additional_options": ""
}
]
}
"address": "http://127.0.0.1",
why have you added the http:// here?
Why are using all of those flags when they're all false and not related to what you're debugging?
Just use the minimal example and don't overcomplicate things:
{
"name": "Launch",
"type": "godot",
"request": "launch"
}
both examples in the Readme don't work Neither does the above config where I experimented with some stuff (namely the http thing from this post and changing ports to match Godot settings)
Right now it fails silently, we would need error messages
For example "editor_path": "c:/Program Files (x86)/Steam/steamapps/common/Godot Engine/godot.windows.opt.tools.64.exe"
I'm guessing it's forward slashed, but maybe it's backslashes idk. The tooltip doesn't show any example and no error messages means we can't fix our mistakes
Right now it fails silently, we would need error messages
There are a ton of error messages. It validates that the executable exists, that it's actually Godot, that the executable's version matches the version of the current project. If you're truly getting nothing, than I question if you're actually running the 2.0.0
branch.
The new debugger interface also has logging, which is visible here:
Thanks I didn't know to look there for the logs, I was expecting some kind of red squiggly lines in the config file or something like that.
These are my logs
2024-01-21 23:45:17.787 [info] Stopping debug controller
2024-01-21 23:45:17.792 [info] Stopping debug controller
2024-01-21 23:45:18.093 [info] Creating debug session
2024-01-21 23:45:18.094 [info] Project version identified as 4.2
2024-01-21 23:45:18.107 [info] Starting debug controller in 'launch' mode
2024-01-21 23:45:18.185 [info] Starting game process
2024-01-21 23:45:18.185 [info] Verifying version of '"c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe"'
2024-01-21 23:45:18.185 [info] Got version string:
2024-01-21 23:45:18.185 [info] Launching game process using command: '""c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe"" --path "C:\Users\Dupui\Desktop\GodotProjects\TestProjectVscode" --remote-debug "tcp://127.0.0.1:56044" --breakpoints "res://character.gd:7"'
It does not start the game, so no breakpoints kick in either
The double quotes around the Godot .exe is kinda weird. The reason I put quotes in the extension settings is because otherwise I get this error
2024-01-21 23:51:33.183 [info] Stopping debug controller
2024-01-21 23:51:33.193 [info] Stopping debug controller
2024-01-21 23:51:33.493 [info] Creating debug session
2024-01-21 23:51:33.493 [info] Project version identified as 4.2
2024-01-21 23:51:33.508 [info] Starting debug controller in 'launch' mode
2024-01-21 23:51:33.544 [info] Starting game process
2024-01-21 23:51:33.544 [info] Verifying version of 'c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe'
2024-01-21 23:51:33.544 [info] Got version string:
2024-01-21 23:51:33.544 [warning] Cannot launch debug session: 'c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe' is not a valid Godot executable
In case it rings a bell I also notice this extension error: "Cannot read properties of undefined (reading 'extended_classes')"
The double quotes are definitely a problem. The quotes are there in the first place to protect against paths with spaces in the name, and because of the doubles, the path is no longer quoted at all.
I'll look at improving the input validation and maybe specifically detecting and fixing double quotes.
Personally, I would never use the Steam version of Godot because I'm a control freak and I want to be in absolute control of what versions of development tools I'm using. I have a folder C:/Godot
that I put all my Godot exes in, and I've added that folder to my system path, and therefore my editor_path
is just godot3
or godot4
.
I'll also download Godot from Steam just to test it out, although it really shouldn't make a difference beyond the path having a bunch of spaces in it.
@WebF0x Can you install the extension from this build artifact:
https://github.com/godotengine/godot-vscode-plugin/actions/runs/7632154415/artifacts/1190053860
PR #575 fixes several problems related to debug configurations.
@DaelonSuzuka Thanks with your new build the debugger works for me 🎉
godotTools.editorPath.godot4
settings description:
Here are some tests with your build. With different godotTools.editorPath.godot4
I tried to launch the Godot editor and the debugger:
I feel like this discussion would not be complete without cursing Microsoft for allowing spaces in paths: It was a truly insane decision, and everybody involved should be hit with sticks until they repent.
Once more, with feeling:
https://github.com/godotengine/godot-vscode-plugin/actions/runs/7635374030/artifacts/1190671209
Fix the command to launch the Godot editor from VS Code Tests
You could have saved yourself a bunch of time by just saying "hey, spaces also break the 'open editor command'".
In the Readme:
- examples of correct paths
In the
godotTools.editorPath.godot4
settings description:
- clarify what makes a path correct (e.g. "Must use forward slashes, without surrounding quotes")
Literally any valid path. Forward or backslashes don't matter, enclosing quotes don't matter (anymore).
validation right in the settings windows, with a red error message like this one (fail fast!)
This isn't possible. There's no json-schema format type for "a path to a file that exists".
@DaelonSuzuka works like a charm, thanks for your quick help!
cursing Microsoft
Hell yeah. I work on a Mac and anytime I do a pet project on Windows it's a pain!
You could have saved yourself a bunch of time by just saying "hey, spaces also break the 'open editor command'".
Ambiguity means more back-and-forths. You understood what I meant, that's a win in my book!
I'm excited to go try this extension now, I think it will be much better than the default Godot editor!
Done
works like a charm
Awesome! Thanks for your help in confirming it's fixed.
Godot version
v4.2.stable.official [46dc27791]
VS Code version
1.85.1
Godot Tools VS Code extension version
1.3.1
System information
Windows 10
Issue description
Current
I'm following the Readme, but can't figure how to get setup with Windows & Powershell
Expected
Steps to reproduce
settings.json
, delete the line forgodot_tools.editor_path
"c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe"
& "c:\Program Files (x86)\Steam\steamapps\common\Godot Engine\godot.windows.opt.tools.64.exe" --path "c:\Users\Dupui\Desktop\GodotProjects\BrickBreaker" -e