.. _doc_configuring_an_ide_kdevelop: KDevelop ======== `KDevelop `_ is a free, open source IDE for all desktop platforms. Start by opening KDevelop and choosing **Open Project**. .. image:: img/kdevelop_newproject.png Choose the directory where you cloned Godot. On the next screen, choose **Custom Build System** for the **Project Manager**. .. image:: img/kdevelop_custombuild.png Now that the project has been imported, open the project configuration. .. image:: img/kdevelop_openconfig.png Add the following includes/imports: .. code-block:: none . // a dot to indicate the root of the Godot project core/ core/os/ core/math/ drivers/ platform/linuxbsd/ // make that platform/osx/ if you're using macOS .. image:: img/kdevelop_addincludes.png Apply the changes. Switch to the **Custom Build System** tab. Add a build configuration and keep the build directory blank. Enable build tools and add ``scons`` as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx`` if you're on macOS) as the arguments. .. image:: img/kdevelop_buildconfig.png Next, we need to tell KDevelop where to find the binary. From the **Run** menu, choose **Configure Launches**. .. image:: img/kdevelop_configlaunches.png Click **Add** if no launcher exists. Then add the path to your executable in the executable section. Your executable should be located in the ``bin/`` subdirectory and should be named something like ``godot.linuxbsd.tools.64`` (the name could be different depending on your platform and build options). .. image:: img/kdevelop_configlaunches2.png If you run into any issues, ask for help in one of `Godot's community channels `__.