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Godot C# extension for Visual Studio

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Using the workaround described in #10 to get the build options to show, using Play in Editor will work the first time, triggering a build in the editor and launching...

bug

**OS/device including version:** Windows 10 Godot 3.2.3 beta1 Visual Studio 2019, Version 16.6.4 godot-csharp-visualstudio v1.1.1 **Issue description:** The following issues are occurring in a brand new project with a single...

bug

The Godot C# setup doc now points at https://github.com/godotengine/godot-csharp-visualstudio/releases directly from the VS installation steps: https://docs.godotengine.org/en/stable/getting_started/scripting/c_sharp/c_sharp_basics.html#visual-studio-windows-only, as of https://github.com/godotengine/godot-docs/pull/4808. Maybe the latest release should have a "known issue" section that...

enhancement

When I click Play in Editor button, I get an error. I use Godot 3.2.3, Mobile development with .NET workload is also installed ![](https://i.postimg.cc/kgV7wZCr/image.png)

bug

Input.IsActionPressed Yes InputEvent.IsActionPressed NO

enhancement

In order to use such methods for inputs it requires an int type. However you can't use ``ButtonList`` enum. Meaning you have to do this instead. ``Input.IsMouseButtonPressed((int)ButtonList.Left)`` Simply suggest to...

enhancement

It would be a workflow improvement if `Play Scene` was also available via the Visual Studio Godot extension. Ideally without having to select a specific scene each time.

enhancement

I was waiting fort visual studio integration in Godot , now it comes in 3.2.3 beta . I have only some feature requests which i guess it must be supported...

enhancement

I was able to get VS2022 to Run+Debug (including hitting breakpoints and hot-reload) by following the steps outlined here: https://www.reddit.com/r/GodotCSharp/comments/xgpqfh/oc_rundebug_godot4_c_projects_from_visual_studio/ There are some pains, specifically no Console.WriteLine() support, and Godot...

enhancement

This PR adds detection of sdk style projets inside the IsGodotProject() method. To make this work I had to add "[ProvideAutoLoad(UIContextGuids80.NoSolution, PackageAutoLoadFlags.BackgroundLoad)]" to the GodotPackage class to initialize the extension...