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@@ -266,21 +266,30 @@ msbuild to use, run:
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msbuild /t:restore
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Profiling your C# code
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------------------------------
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+----------------------
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-- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available via `this PR <https://github.com/godotengine/godot/pull/26513>`_
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+- `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available via `this PR <https://github.com/godotengine/godot/pull/26513>`_.
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- External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
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-Configure VS2019 for Debugging
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--------------------------------
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-
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-1. Install VS2019 with ```.NET desktop development``` and ```Desktop development with C++``` workloads installed.
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-2. **Ensure that you do not have ```Xamarin``` installed** (do not choose ```Mobile development with .NET``` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging.
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-3. Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_
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-4, In VS2019 --> Extensions --> Mono --> Settings:
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- - Select ```Debug/Deploy to local Windows```
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- - Leave ```Local Deploy Path``` blank
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- - Set the ```Mono Debug Port``` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent
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- - Also select ```Wait for Debugger``` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful.
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+Configuring VS 2019 for debugging
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+---------------------------------
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+
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+.. note::
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+
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+ Godot has built-in support for workflows involving several popular C# IDEs.
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+ Built-in support for Visual Studio will be including in future versions,
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+ but in the meantime, the steps below can let you configure VS 2019 for use
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+ with Godot C# projects.
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+
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+1. Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected.
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+2. **Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging.
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+3. Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_.
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+4. In VS 2019 --> Extensions --> Mono --> Settings:
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+
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+ - Select ``Debug/Deploy to local Windows``.
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+ - Leave ``Local Deploy Path`` blank.
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+ - Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent.
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+ - Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful.
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+
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5. Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach.
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-6. In VS2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger.
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+6. In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger.
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