-
-
Notifications
You must be signed in to change notification settings - Fork 27
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Only attach works with Godot 4.0 #38
Comments
This extension was developed for Godot 3.x. It's likely that Godot 4.0's breaking changes made it incompatible with this extension and needs to be updated to support it. I don't think it'd be very useful to start doing that work now since Godot 4.0 is still in alpha and the C# module is in the process of being ported to .NET 6.0. By the way, |
All good points. If that's all there is to |
Just want to clarify that it should be opening the main scene, not the currently open the scene. There could be a number of things changed in 4.0 that broke the extension, off the top of my head I remember the This metadata file is used by the
This should be replaced in 4.0 with: this.projectMetadataDir = path.join(godotProjectDir, '.godot', 'mono', 'metadata'); As for
To fix it for 4.0 it should be replaced with something like: "--remote-debug", $"tcp://{host}:{remoteDebugPort}", Of course, making these changes would make it work for 4.0 but would break the extension for 3.x, if you need it you can make these changes and build the extension yourself and it should work for your 4.0 projects. As for this extensions, I don't think there are plans to create a separate extension for 4.0, I think detecting the Godot version or adding a configuration option would be good enough. |
You were absolutely right. I created Thanks! Edit: I think that a configuration setting would be sufficient. |
As the merge to .NET 6 has happened, this is irrelevant. |
OS/device including version:
Windows 10
Issue description:
You can attach to a running instance, but
Play in Editor
,Launch
, andLaunch (Select Scene)
. Do not work.Unexpectedly,
Launch
tries to build and run the current scene open in the editor, and crashes. I only noticed due to some_Ready()
GD.Print()
method calls printing from the current scene.The text was updated successfully, but these errors were encountered: