On Linux (and probably) Mac, it does not simply work to enter the Godot application path as program name in launch.json. Instead, the debugger (or the C# debugger extension?) enforces a dotnet- prefix on the path when no .exe suffix was found. This means, when entering "godot" as "program" name, it will look for dotnet-godot in the PATH and subsequently, the Godot application requires a GodotSharp directory in its working directory (where it is called). Both can be linked to avoid copying the files over to a new location.
What I tested so far: it will not work to rename the Godot application to an .exe suffix. Because ultimately, it will fail with an BadImageFormatException-like Exception.
It runs when the dotnet-godot command is faked to point to the godot application but pausing and breakpoints won't work at all.
I really would like to know if anyone managed to make Godot 4+ C# debugging running on Linux and how.
On Linux (and probably) Mac, it does not simply work to enter the Godot application path as program name in
launch.json
. Instead, the debugger (or the C# debugger extension?) enforces adotnet-
prefix on the path when no.exe
suffix was found. This means, when entering "godot" as "program" name, it will look fordotnet-godot
in the PATH and subsequently, the Godot application requires a GodotSharp directory in its working directory (where it is called). Both can be linked to avoid copying the files over to a new location.What I tested so far: it will not work to rename the Godot application to an .exe suffix. Because ultimately, it will fail with an BadImageFormatException-like Exception. It runs when the
dotnet-godot
command is faked to point to the godot application but pausing and breakpoints won't work at all.I really would like to know if anyone managed to make Godot 4+ C# debugging running on Linux and how.