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VSCODE_INTEGRATION.md
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# VS Code Integration Guide for Godot Development
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## Overview
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This guide provides comprehensive instructions for setting up Visual Studio Code as your primary editor for Godot game development. VS Code offers superior C# support, excellent Git integration, and powerful extensions that significantly enhance the Godot development experience compared to the built-in editor.
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## Why Use VS Code with Godot?
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### Advantages of VS Code
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- **Superior IntelliSense**: Advanced code completion, error detection, and refactoring tools
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- **Powerful Extensions**: Rich ecosystem of extensions for C#, Git, and game development
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- **Better Git Integration**: Built-in Git support with visual diff tools and GitLens integration
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- **Multi-Project Support**: Work with multiple libraries and projects simultaneously
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- **Debugging Support**: Integrated debugging capabilities for C# code
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- **Customizable Interface**: Themes, layouts, and keyboard shortcuts
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- **Fast Performance**: Lightweight and responsive compared to full IDEs
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### What You'll Get
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- Full project context when opening files from Godot
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- IntelliSense for your custom libraries and Godot APIs
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- Seamless navigation between files and projects
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- Integrated terminal for Git operations
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- Side-by-side editing of multiple files
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- Advanced search and replace across entire projects
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## Prerequisites
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- Godot v4.5.1+ with C# support enabled
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- .NET 8.0+ installed
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- Visual Studio Code installed
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- Basic familiarity with VS Code interface
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## Initial Setup and Configuration
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### Step 1: Install VS Code Extensions
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Install these essential extensions for optimal Godot development:
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#### Required Extensions
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```bash
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# Core C# support
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code --install-extension ms-dotnettools.csdevkit
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code --install-extension ms-dotnettools.csharp
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# Godot integration
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code --install-extension geequlim.godot-tools
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```
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#### Highly Recommended Extensions
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```bash
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# Enhanced development experience
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code --install-extension visualstudioexptteam.vscodeintellicode
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code --install-extension eamodio.gitlens
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code --install-extension ms-vscode.vscode-json
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# Code quality and formatting
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code --install-extension ms-dotnettools.vscode-dotnet-runtime
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code --install-extension streetsidesoftware.code-spell-checker
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# Productivity enhancements
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code --install-extension ms-vscode.powershell
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code --install-extension ms-vscode-remote.remote-repositories
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```
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#### Optional but Useful Extensions
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```bash
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# Visual enhancements
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code --install-extension pkief.material-icon-theme
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code --install-extension zhuangtongfa.material-theme
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# Additional tools
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code --install-extension formulahendry.auto-rename-tag
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code --install-extension ms-vscode.hexeditor
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code --install-extension redhat.vscode-yaml
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```
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### Step 2: Configure Godot to Use VS Code
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#### Basic External Editor Setup
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1. **Open Godot Editor Settings**
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- Go to **Editor → Editor Settings**
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- Navigate to **Network → Language Server**
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- Set **Use Language Server** to **On**
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2. **Configure External Editor**
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- Navigate to **Text Editor → External**
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- Check **Use External Editor**
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- Set **Exec Path** to VS Code installation:
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- **macOS**: `/Applications/Visual Studio Code.app/Contents/Resources/app/bin/code`
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- **Windows**: `C:\Users\[Username]\AppData\Local\Programs\Microsoft VS Code\Code.exe`
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- **Linux**: `/usr/bin/code` or `/snap/bin/code`
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- **Alternative**: Just `code` if you have the command in your PATH
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### Step 3: Fix Project Context Issue
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The default setup opens individual files without project context. Here are several solutions:
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#### Solution A: Create Smart Wrapper Script (Recommended)
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Create a script that ensures VS Code always opens with full project context:
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**For macOS/Linux:**
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```bash
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# Create the wrapper script
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cat > ~/GameDev/vscode-godot.sh << 'EOF'
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#!/bin/bash
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# Get the file path passed by Godot
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FILE_PATH="$1"
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LINE_NUMBER="$2"
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COLUMN_NUMBER="$3"
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# Find the project directory by looking for project.godot
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PROJECT_DIR=$(dirname "$FILE_PATH")
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while [[ "$PROJECT_DIR" != "/" && ! -f "$PROJECT_DIR/project.godot" ]]; do
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PROJECT_DIR=$(dirname "$PROJECT_DIR")
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done
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# If we found a project.godot, open that directory with the file
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if [[ -f "$PROJECT_DIR/project.godot" ]]; then
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echo "Opening project: $PROJECT_DIR"
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code "$PROJECT_DIR" --goto "$FILE_PATH:$LINE_NUMBER:$COLUMN_NUMBER"
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else
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echo "No project.godot found, opening file directory"
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code "$(dirname "$FILE_PATH")" --goto "$FILE_PATH:$LINE_NUMBER:$COLUMN_NUMBER"
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fi
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EOF
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# Make it executable
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chmod +x ~/GameDev/vscode-godot.sh
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```
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**For Windows (PowerShell):**
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```powershell
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# Create vscode-godot.ps1 in your GameDev directory
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@'
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param(
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[string]$FilePath,
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[string]$LineNumber = "1",
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[string]$ColumnNumber = "1"
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)
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# Find project directory
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$ProjectDir = Split-Path $FilePath -Parent
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while (($ProjectDir -ne [System.IO.Path]::GetPathRoot($ProjectDir)) -and
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(-not (Test-Path (Join-Path $ProjectDir "project.godot")))) {
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$ProjectDir = Split-Path $ProjectDir -Parent
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}
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# Open VS Code with project context
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if (Test-Path (Join-Path $ProjectDir "project.godot")) {
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Write-Host "Opening project: $ProjectDir"
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& code $ProjectDir --goto "$FilePath`:$LineNumber`:$ColumnNumber"
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} else {
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Write-Host "No project.godot found, opening file directory"
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& code (Split-Path $FilePath -Parent) --goto "$FilePath`:$LineNumber`:$ColumnNumber"
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}
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'@ | Out-File -FilePath "~/GameDev/vscode-godot.ps1" -Encoding UTF8
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```
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#### Configure Godot to Use the Wrapper Script
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In Godot's **Editor Settings → Text Editor → External**:
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- **Exec Path**: `/Users/[your-username]/GameDev/vscode-godot.sh` (or path to .ps1 on Windows)
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- **Exec Flags**: `{file} {line} {col}`
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#### Solution B: Simple Project Opening
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Alternative simpler approach in **Exec Flags**:
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```
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{project} --goto {file}:{line}:{col}
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```
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This opens the project directory and navigates to the specific file.
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## Project-Specific VS Code Configuration
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### Step 1: Create Workspace Settings
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For each Godot project, create `.vscode/settings.json`:
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```bash
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# Navigate to your project
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cd ~/GameDev/projects/test-game
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# Create .vscode directory
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mkdir -p .vscode
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# Create comprehensive settings
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cat > .vscode/settings.json << 'EOF'
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{
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// .NET and C# Configuration
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"dotnet.defaultSolution": "TestGame.sln",
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"omnisharp.enableEditorConfigSupport": true,
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"omnisharp.enableImportCompletion": true,
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"omnisharp.enableRoslynAnalyzers": true,
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"omnisharp.useModernNet": true,
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// Godot Integration
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"godot_tools.editor_path": "~/GameDev/Godot/Godot.app/Contents/MacOS/Godot",
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"godot_tools.gdscript_lsp_server_port": 6005,
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// File Management
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"files.exclude": {
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"**/.godot": true,
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"**/.import": true,
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"**/bin": true,
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"**/obj": true,
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"**/*.tmp": true
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},
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// Window Behavior
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"window.openFilesInNewWindow": "off",
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"window.openFoldersInNewWindow": "off",
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"workbench.editor.revealIfOpen": true,
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// Search Configuration
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"search.exclude": {
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"**/.godot": true,
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"**/bin": true,
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"**/obj": true
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},
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// File Associations
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"files.associations": {
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"*.cs": "csharp",
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"*.tscn": "godot-scene",
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"*.tres": "godot-resource",
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"*.gd": "gdscript"
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},
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// Code Formatting
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"editor.formatOnSave": true,
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"editor.formatOnType": true,
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"csharp.format.enable": true,
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// Git Integration
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"git.autoRepositoryDetection": "subFolders",
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"git.detectSubmodules": true,
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// Terminal Configuration
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"terminal.integrated.cwd": "${workspaceFolder}"
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}
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EOF
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```
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||||
### Step 2: Create Launch Configuration
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||||
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||||
Set up debugging and task running with `.vscode/launch.json`:
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||||
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||||
```bash
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cat > .vscode/launch.json << 'EOF'
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{
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||||
"version": "0.2.0",
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"configurations": [
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{
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"name": "Play in Editor",
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"type": "godot",
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"request": "launch",
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"project": "${workspaceFolder}",
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"port": 6007,
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"debugServer": 6008,
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"preLaunchTask": "build"
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},
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{
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"name": "Launch Game",
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"type": "godot",
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"request": "launch",
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"project": "${workspaceFolder}",
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"port": 6007,
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"debugServer": 6008,
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"executable": "~/GameDev/Godot/Godot.app/Contents/MacOS/Godot",
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||||
"executableArguments": [
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"--path",
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"${workspaceFolder}"
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||||
]
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||||
},
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||||
{
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"name": "Launch Main Scene",
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"type": "godot",
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"request": "launch",
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||||
"project": "${workspaceFolder}",
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"port": 6007,
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"debugServer": 6008,
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||||
"executable": "~/GameDev/Godot/Godot.app/Contents/MacOS/Godot",
|
||||
"executableArguments": [
|
||||
"--path",
|
||||
"${workspaceFolder}",
|
||||
"Scenes/Main.tscn"
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||||
]
|
||||
}
|
||||
]
|
||||
}
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||||
EOF
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```
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||||
### Step 3: Configure Build Tasks
|
||||
|
||||
Create `.vscode/tasks.json` for build automation:
|
||||
|
||||
```bash
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cat > .vscode/tasks.json << 'EOF'
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{
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"label": "build",
|
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"type": "dotnet",
|
||||
"task": "build",
|
||||
"group": {
|
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"kind": "build",
|
||||
"isDefault": true
|
||||
},
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "silent",
|
||||
"focus": false,
|
||||
"panel": "shared"
|
||||
},
|
||||
"problemMatcher": "$msCompile"
|
||||
},
|
||||
{
|
||||
"label": "clean",
|
||||
"type": "dotnet",
|
||||
"task": "clean",
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "always",
|
||||
"focus": false,
|
||||
"panel": "shared"
|
||||
},
|
||||
"problemMatcher": "$msCompile"
|
||||
},
|
||||
{
|
||||
"label": "restore",
|
||||
"type": "dotnet",
|
||||
"task": "restore",
|
||||
"group": "build",
|
||||
"presentation": {
|
||||
"echo": true,
|
||||
"reveal": "silent",
|
||||
"focus": false,
|
||||
"panel": "shared"
|
||||
},
|
||||
"problemMatcher": []
|
||||
}
|
||||
]
|
||||
}
|
||||
EOF
|
||||
```
|
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||||
## Multi-Project Workspace Setup
|
||||
|
||||
### Creating a Master Workspace
|
||||
|
||||
For working with multiple projects and libraries simultaneously:
|
||||
|
||||
```bash
|
||||
# Create a master workspace file
|
||||
cat > ~/GameDev/godot-development.code-workspace << 'EOF'
|
||||
{
|
||||
"folders": [
|
||||
{
|
||||
"name": "🎮 Test Game",
|
||||
"path": "./projects/test-game"
|
||||
},
|
||||
{
|
||||
"name": "🎮 Puzzle Game",
|
||||
"path": "./projects/puzzle-game"
|
||||
},
|
||||
{
|
||||
"name": "📚 Utilities Library",
|
||||
"path": "./libraries/utilities"
|
||||
},
|
||||
{
|
||||
"name": "📚 Audio Manager Library",
|
||||
"path": "./libraries/audio-manager"
|
||||
}
|
||||
],
|
||||
"settings": {
|
||||
// Global workspace settings
|
||||
"files.exclude": {
|
||||
"**/.godot": true,
|
||||
"**/.import": true,
|
||||
"**/bin": true,
|
||||
"**/obj": true
|
||||
},
|
||||
"search.exclude": {
|
||||
"**/.godot": true,
|
||||
"**/bin": true,
|
||||
"**/obj": true
|
||||
},
|
||||
"git.detectSubmodules": true,
|
||||
"git.autoRepositoryDetection": "subFolders",
|
||||
|
||||
// Default to first project's solution
|
||||
"dotnet.defaultSolution": "./projects/test-game/TestGame.sln"
|
||||
},
|
||||
"extensions": {
|
||||
"recommendations": [
|
||||
"ms-dotnettools.csdevkit",
|
||||
"ms-dotnettools.csharp",
|
||||
"geequlim.godot-tools",
|
||||
"eamodio.gitlens",
|
||||
"visualstudioexptteam.vscodeintellicode"
|
||||
]
|
||||
}
|
||||
}
|
||||
EOF
|
||||
```
|
||||
|
||||
### Opening the Workspace
|
||||
|
||||
```bash
|
||||
# Open the master workspace
|
||||
code ~/GameDev/godot-development.code-workspace
|
||||
|
||||
# Or open individual projects
|
||||
cd ~/GameDev/projects/test-game
|
||||
code .
|
||||
```
|
||||
|
||||
## Development Workflows
|
||||
|
||||
### Daily Development Routine
|
||||
|
||||
1. **Start Your Day**
|
||||
```bash
|
||||
# Open your workspace
|
||||
code ~/GameDev/godot-development.code-workspace
|
||||
|
||||
# Or open specific project
|
||||
cd ~/GameDev/projects/test-game
|
||||
code .
|
||||
```
|
||||
|
||||
2. **Working with Files**
|
||||
- **From Godot**: Double-click scripts → Opens in VS Code with full project context
|
||||
- **From VS Code**: Use `Cmd/Ctrl + P` to quickly open files
|
||||
- **Navigation**: Use `Cmd/Ctrl + Click` on symbols to jump to definitions
|
||||
|
||||
3. **Building and Testing**
|
||||
- **Quick Build**: `Cmd/Ctrl + Shift + P` → "Tasks: Run Build Task"
|
||||
- **From Godot**: Use Godot's Build button (recommended for final builds)
|
||||
- **Debug**: Use F5 in VS Code (if debugging is set up)
|
||||
|
||||
### Working with Libraries
|
||||
|
||||
#### Editing Library Code
|
||||
|
||||
1. **Navigate to library**:
|
||||
```bash
|
||||
cd ~/GameDev/libraries/utilities
|
||||
code .
|
||||
```
|
||||
|
||||
2. **Make changes** with full IntelliSense support
|
||||
|
||||
3. **Test changes**:
|
||||
- Open the library project in Godot
|
||||
- Or test within a game project that uses the library
|
||||
|
||||
4. **Commit and push changes**:
|
||||
```bash
|
||||
git add .
|
||||
git commit -m "Add new utility function"
|
||||
git push origin main
|
||||
```
|
||||
|
||||
#### Updating Libraries in Projects
|
||||
|
||||
1. **Update from VS Code terminal**:
|
||||
```bash
|
||||
# In your game project
|
||||
git submodule update --remote Libraries/utilities
|
||||
git add Libraries/utilities
|
||||
git commit -m "Update utilities library"
|
||||
```
|
||||
|
||||
2. **Reload project in Godot** to pick up changes
|
||||
|
||||
### Git Integration Workflows
|
||||
|
||||
#### Using VS Code's Built-in Git
|
||||
|
||||
1. **Source Control Panel** (`Cmd/Ctrl + Shift + G`):
|
||||
- View changes across all repositories
|
||||
- Stage and commit changes
|
||||
- See submodule status
|
||||
|
||||
2. **Git Commands**:
|
||||
- `Cmd/Ctrl + Shift + P` → "Git: " for all Git commands
|
||||
- Built-in diff viewer for file changes
|
||||
- Integrated merge conflict resolution
|
||||
|
||||
#### Advanced Git with GitLens
|
||||
|
||||
1. **Blame Information**: See who changed each line of code
|
||||
2. **File History**: View complete file change history
|
||||
3. **Repository Insights**: Visualize branch structure and commits
|
||||
4. **Interactive Rebase**: Advanced Git operations through UI
|
||||
|
||||
## Advanced Features and Tips
|
||||
|
||||
### IntelliSense and Code Navigation
|
||||
|
||||
#### Maximizing IntelliSense Performance
|
||||
|
||||
1. **Ensure proper project references** in `.csproj` files
|
||||
2. **Build solution regularly** to update IntelliSense cache
|
||||
3. **Use "Reload Window"** if IntelliSense stops working:
|
||||
- `Cmd/Ctrl + Shift + P` → "Developer: Reload Window"
|
||||
|
||||
#### Navigation Shortcuts
|
||||
|
||||
- **Go to Definition**: `F12` or `Cmd/Ctrl + Click`
|
||||
- **Go to References**: `Shift + F12`
|
||||
- **Go to Symbol**: `Cmd/Ctrl + Shift + O`
|
||||
- **Go to File**: `Cmd/Ctrl + P`
|
||||
- **Command Palette**: `Cmd/Ctrl + Shift + P`
|
||||
|
||||
### Code Formatting and Quality
|
||||
|
||||
#### Auto-Formatting Setup
|
||||
|
||||
1. **Install C# extension** with formatting support
|
||||
2. **Configure format on save** in settings.json
|
||||
3. **Use EditorConfig** for consistent formatting across team
|
||||
|
||||
Create `.editorconfig` in project root:
|
||||
```ini
|
||||
root = true
|
||||
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = lf
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
[*.cs]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
|
||||
[*.{csproj,props,targets}]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
```
|
||||
|
||||
#### Code Quality Tools
|
||||
|
||||
1. **Enable Roslyn Analyzers** in settings.json
|
||||
2. **Use SonarLint extension** for additional code quality checks
|
||||
3. **Configure spell checking** for comments and strings
|
||||
|
||||
### Debugging Setup
|
||||
|
||||
#### Enable Debugging in Godot
|
||||
|
||||
1. **In Godot Project Settings**:
|
||||
- Go to **Debug → Settings**
|
||||
- Enable **Remote Port** (usually 6007)
|
||||
- Enable **Remote Host** (usually 127.0.0.1)
|
||||
|
||||
2. **In VS Code**:
|
||||
- Set breakpoints in your C# code
|
||||
- Press `F5` to start debugging
|
||||
- Godot will connect to VS Code debugger
|
||||
|
||||
#### Debugging Workflow
|
||||
|
||||
1. **Set breakpoints** in VS Code
|
||||
2. **Start debugging** with F5
|
||||
3. **Play scene in Godot**
|
||||
4. **Debug in VS Code** when breakpoints hit
|
||||
|
||||
### Customization and Themes
|
||||
|
||||
#### Recommended Themes for Game Development
|
||||
|
||||
```bash
|
||||
# Dark themes optimized for long coding sessions
|
||||
code --install-extension zhuangtongfa.material-theme
|
||||
code --install-extension github.github-vscode-theme
|
||||
code --install-extension dracula-theme.theme-dracula
|
||||
|
||||
# Icon themes for better file recognition
|
||||
code --install-extension pkief.material-icon-theme
|
||||
code --install-extension vscode-icons-team.vscode-icons
|
||||
```
|
||||
|
||||
#### Custom Keybindings
|
||||
|
||||
Create custom keybindings for Godot workflows in `keybindings.json`:
|
||||
|
||||
```json
|
||||
[
|
||||
{
|
||||
"key": "cmd+shift+g",
|
||||
"command": "godot.runProject",
|
||||
"when": "resourceExtname == '.cs'"
|
||||
},
|
||||
{
|
||||
"key": "cmd+shift+b",
|
||||
"command": "workbench.action.tasks.build"
|
||||
}
|
||||
]
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues and Solutions
|
||||
|
||||
#### VS Code Opens Individual Files Instead of Project
|
||||
|
||||
**Problem**: Clicking scripts in Godot opens single files without project context.
|
||||
|
||||
**Solutions**:
|
||||
1. **Use the wrapper script** (recommended approach above)
|
||||
2. **Keep project always open** in VS Code
|
||||
3. **Modify Exec Flags** to `{project} --goto {file}:{line}:{col}`
|
||||
|
||||
#### IntelliSense Not Working
|
||||
|
||||
**Problem**: No code completion or error detection.
|
||||
|
||||
**Solutions**:
|
||||
1. **Check C# extension is installed** and enabled
|
||||
2. **Verify .csproj references** are correct
|
||||
3. **Reload VS Code window**: `Cmd/Ctrl + Shift + P` → "Developer: Reload Window"
|
||||
4. **Rebuild solution**: `Cmd/Ctrl + Shift + P` → "Tasks: Run Build Task"
|
||||
5. **Check OmniSharp output** in Output panel
|
||||
|
||||
#### Submodule Libraries Not Recognized
|
||||
|
||||
**Problem**: Libraries in submodules don't have IntelliSense.
|
||||
|
||||
**Solutions**:
|
||||
1. **Verify submodules are initialized**:
|
||||
```bash
|
||||
git submodule update --init --recursive
|
||||
```
|
||||
2. **Check project references** in `.csproj`
|
||||
3. **Rebuild solution** after submodule updates
|
||||
|
||||
#### Git Integration Issues
|
||||
|
||||
**Problem**: Git operations not working correctly with submodules.
|
||||
|
||||
**Solutions**:
|
||||
1. **Enable submodule detection** in settings:
|
||||
```json
|
||||
"git.detectSubmodules": true
|
||||
```
|
||||
2. **Use terminal** for complex Git operations
|
||||
3. **Check repository status** in each submodule directory
|
||||
|
||||
#### Build Errors in VS Code
|
||||
|
||||
**Problem**: Build fails in VS Code but works in Godot.
|
||||
|
||||
**Solutions**:
|
||||
1. **Check .NET SDK version** matches Godot requirements
|
||||
2. **Use Godot's build system** as authoritative
|
||||
3. **Clean and rebuild**:
|
||||
```bash
|
||||
dotnet clean
|
||||
dotnet restore
|
||||
dotnet build
|
||||
```
|
||||
|
||||
#### Performance Issues
|
||||
|
||||
**Problem**: VS Code becomes slow with large projects.
|
||||
|
||||
**Solutions**:
|
||||
1. **Exclude build directories** in settings.json
|
||||
2. **Disable unnecessary extensions**
|
||||
3. **Increase VS Code memory limit**:
|
||||
```bash
|
||||
code --max-memory=8192
|
||||
```
|
||||
|
||||
### Diagnostic Commands
|
||||
|
||||
#### Check Extension Status
|
||||
```bash
|
||||
# List installed extensions
|
||||
code --list-extensions
|
||||
|
||||
# Check if specific extensions are installed
|
||||
code --list-extensions | grep -E "(csdevkit|godot-tools|csharp)"
|
||||
```
|
||||
|
||||
#### Verify Project Setup
|
||||
```bash
|
||||
# Check submodule status
|
||||
git submodule status
|
||||
|
||||
# Verify project can build
|
||||
dotnet build
|
||||
|
||||
# Check Godot project configuration
|
||||
grep -A 5 "\[dotnet\]" project.godot
|
||||
```
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Project Organization
|
||||
|
||||
1. **Consistent Structure**: Use the same folder layout across all projects
|
||||
2. **Clear Naming**: Use descriptive names for files and folders
|
||||
3. **Separate Concerns**: Keep game logic, UI, and utilities in separate folders
|
||||
4. **Document Code**: Use XML documentation comments for public APIs
|
||||
|
||||
### Code Quality
|
||||
|
||||
1. **Follow C# Conventions**: Use PascalCase for classes, camelCase for methods
|
||||
2. **Use Meaningful Names**: Avoid abbreviations and unclear variable names
|
||||
3. **Keep Methods Small**: Single responsibility principle
|
||||
4. **Comment Complex Logic**: Explain why, not what
|
||||
|
||||
### Git Workflow
|
||||
|
||||
1. **Commit Often**: Small, focused commits are easier to review
|
||||
2. **Descriptive Messages**: Use clear commit messages
|
||||
3. **Branch Strategy**: Use feature branches for new development
|
||||
4. **Test Before Pushing**: Ensure code builds and runs before pushing
|
||||
|
||||
### Performance
|
||||
|
||||
1. **Exclude Build Folders**: Keep VS Code fast by excluding unnecessary directories
|
||||
2. **Regular Cleanup**: Clean build artifacts regularly
|
||||
3. **Monitor Extensions**: Disable unused extensions
|
||||
4. **Use Workspace Settings**: Project-specific settings improve performance
|
||||
|
||||
## Conclusion
|
||||
|
||||
This setup provides a powerful, integrated development environment for Godot game development with C#. The combination of VS Code's advanced editing capabilities with Godot's excellent game engine creates an optimal workflow for both solo developers and teams.
|
||||
|
||||
### Key Benefits Achieved
|
||||
|
||||
- **Full Project Context**: No more single-file editing
|
||||
- **Superior IntelliSense**: Complete code completion and error detection
|
||||
- **Seamless Git Integration**: Visual diff tools and submodule support
|
||||
- **Multi-Project Support**: Work with libraries and games simultaneously
|
||||
- **Professional Debugging**: Set breakpoints and inspect variables
|
||||
- **Extensible Environment**: Customize with thousands of available extensions
|
||||
|
||||
### Next Steps
|
||||
|
||||
1. **Implement the wrapper script** for proper project opening
|
||||
2. **Configure your first project** with the provided settings
|
||||
3. **Install recommended extensions**
|
||||
4. **Create a multi-project workspace** for library development
|
||||
5. **Customize themes and keybindings** to your preferences
|
||||
|
||||
Remember to update this documentation as your workflow evolves and new VS Code features become available!
|
||||
|
||||
---
|
||||
|
||||
*Keep this documentation updated as VS Code and Godot continue to evolve.*
|
||||
Reference in New Issue
Block a user