Outdated documentation

This documentation page refers to Godot 4.3, and may be outdated or incorrect.
Additionally, this engine version is no longer supported.

Check this page in the stable branch for the latest additions and corrections.

KDevelop

KDevelop is a free, open source IDE for all desktop platforms.

Importing the project

  • From the KDevelop's main screen select Open Project.

../../../_images/kdevelop_newproject.png

KDevelop's main screen.

  • Navigate to the Godot root folder and select it.

  • On the next screen, choose Custom Build System for the Project Manager.

../../../_images/kdevelop_custombuild.png
  • After the project has been imported, open the project configuration by right-clicking on it in the Projects panel and selecting Open Configuration.. option.

../../../_images/kdevelop_openconfig.png
  • Under Language Support open the Includes/Imports tab and add the following paths:

    .  // A dot, to indicate the root of the Godot project
    core/
    core/os/
    core/math/
    drivers/
    platform/<your_platform>/  // Replace <your_platform> with a folder
                                  corresponding to your current platform
    
../../../_images/kdevelop_addincludes.png
  • Apply the changes.

  • Under Custom Build System add a new build configuration with the following settings:

    Build Directory

    blank

    Enable

    True

    Executable

    scons

    Arguments

    See Introduction to the buildsystem for a full list of arguments.

../../../_images/kdevelop_buildconfig.png
  • Apply the changes and close the configuration window.

Debugging the project

  • Select Run > Configure Launches... from the top menu.

../../../_images/kdevelop_configlaunches.png
  • Click Add to create a new launch configuration.

  • Select Executable option and specify the path to your executable located in the <Godot root directory>/bin folder. The name depends on your build configuration, e.g. godot.linuxbsd.editor.dev.x86_64 for 64-bit LinuxBSD platform with platform=editor and dev_build=yes.

../../../_images/kdevelop_configlaunches2.png

If you run into any issues, ask for help in one of Godot's community channels.


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