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Improve VSCode and VS C# instructions

skyace65 4 years ago
parent
commit
9e4b4db40f
1 changed files with 11 additions and 42 deletions
  1. 11 42
      tutorials/scripting/c_sharp/c_sharp_basics.rst

+ 11 - 42
tutorials/scripting/c_sharp/c_sharp_basics.rst

@@ -118,11 +118,12 @@ In Godot's **Editor → Editor Settings** menu:
 In Visual Studio Code:
 In Visual Studio Code:
 
 
 - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
 - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
-- Install the `godot-tools <https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools>`__ extension.
+- Install the `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug>`__ extension.
 - Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
 - Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
 
 
-Next, follow the instructions found in the
-:ref:`doc_c_sharp_configuring_vs_code_for_debugging` section below.
+To configure a project for debugging open the Godot project folder in VS Code.
+Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown
+menu. Now, when you start the debugger in VS Code your Godot project will run.
 
 
 Visual Studio (Windows only)
 Visual Studio (Windows only)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@@ -142,8 +143,10 @@ In Godot's **Editor → Editor Settings** menu:
 
 
 - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
 - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
 
 
-Next, follow the instructions found in the
-:ref:`doc_c_sharp_configuring_vs_2019_for_debugging` section below.
+Next, you need to download the Godot Visual Studio extension from github
+`here <https://github.com/godotengine/godot-csharp-visualstudio/releases>`__.
+Double click on the downloaded file and follow the installation process.
+
 
 
 Creating a C# script
 Creating a C# script
 --------------------
 --------------------
@@ -226,8 +229,9 @@ For more information, see the :ref:`doc_c_sharp_differences` page.
 
 
     You need to (re)build the project assemblies whenever you want to see new
     You need to (re)build the project assemblies whenever you want to see new
     exported variables or signals in the editor. This build can be manually
     exported variables or signals in the editor. This build can be manually
-    triggered by clicking the word **Mono** at the bottom of the editor window
-    to reveal the Mono panel, then clicking the **Build Project** button.
+    triggered by clicking the word **Build** in the top right corner of the
+    editor. You can also click **Mono** at the bottom of the editor window
+    to reveal the Mono panel, then click the **Build Project** button.
 
 
     You will also need to rebuild the project assemblies to apply changes in
     You will also need to rebuild the project assemblies to apply changes in
     "tool" scripts.
     "tool" scripts.
@@ -293,38 +297,3 @@ Profiling your C# code
 
 
 - `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
 - `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
 - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
 - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
-
-.. _doc_c_sharp_configuring_vs_2019_for_debugging:
-
-Configuring VS 2019 for debugging
----------------------------------
-
-.. note::
-
-    Godot has built-in support for workflows involving several popular C# IDEs.
-    Built-in support for Visual Studio will be including in future versions,
-    but in the meantime, the steps below can let you configure VS 2019 for use
-    with Godot C# projects.
-
-1. Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected.
-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.
-3. Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_.
-4. In VS 2019 --> Extensions --> Mono --> Settings:
-
-   - Select ``Debug/Deploy to local Windows``.
-   - Leave ``Local Deploy Path`` blank.
-   - Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent.
-   - Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful.
-
-5. Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach.
-6. In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger.
-
-.. _doc_c_sharp_configuring_vs_code_for_debugging:
-
-Configuring Visual Studio Code for debugging
---------------------------------------------
-
-To configure debugging, open Visual Studio Code and download the Mono Debug extension from
-Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code.
-Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown
-menu. Now, when you start the debugger in VS Code your Godot project will run.