Visual Studio Code

Nota

This documentation is for contributions to the game engine, and not using Visual Studio Code as a C# or GDScript editor. To code C# or GDScript in an external editor, see the C# guide to configure an external editor or the GDScript guide to using an external text editor.

Visual Studio Code es un editor de código gratuito multiplataforma desarrollado por Microsoft (no confundir con Visual Studio).

Importando el proyecto

  • Asegúrate de tener instalada la extensión C/C++ en Visual Studio Code. Puedes encontrar instrucciones en la documentación oficial. Alternativamente, puedes usar clangd en su lugar.

  • Cuando uses la extensión clangd, ejecuta scons compiledb=yes.

  • Desde la pantalla principal de Visual Studio Code, abre la carpeta raíz de Godot con File > Open Folder....

  • Presiona Ctrl + Shift + P para abrir la ventana del símbolo de comando y escribe Configure Task.

../../../_images/vscode_configure_task.png
  • Selecciona la opción Create tasks.json file from template.

../../../_images/vscode_create_tasksjson.png
  • Luego selecciona Others.

../../../_images/vscode_create_tasksjson_others.png
  • If there is no such option as Create tasks.json file from template available, either delete the file if it already exists in your folder or create a .vscode/tasks.json file manually. See Tasks in Visual Studio Code for more details on tasks.

  • Dentro del archivo tasks.json, busca el array "tasks" y agrega una nueva sección a él:

    .vscode/tasks.json
    {
      "label": "build",
      "group": "build",
      "type": "shell",
      "command": "scons",
      "args": [
        // enable for debugging with breakpoints
        "dev_build=yes",
      ],
      "problemMatcher": "$msCompile"
    }
    
../../../_images/vscode_3_tasks.json.png

Un ejemplo de cómo podría quedar el archivo tasks.json.

Los parámetros pueden ser diferente según tu configuración y necesidades. Ver Introducción al sistema de compilación para una lista completa de parámetros.

Depurando el proyecto

Para ejecutar y depurar el proyecto, necesitas crear una nueva configuración en el archivo launch.json.

  • Presiona Ctrl + Shift + D para abrir el panel de ejecución (Run).

  • Si falta el archivo launch.json, se te pedirá que crees uno nuevo.

../../../_images/vscode_1_create_launch.json.png
  • Select C++ (GDB/LLDB). There may be another platform-specific option here. If selected, adjust the configuration example provided accordingly.

  • Dentro del archivo launch.json, encuentra la matriz "configurations" y agrega una nueva sección a la misma:

{
  "name": "Launch Project",
  "type": "lldb",
  "request": "launch",
  // Change to godot.linuxbsd.editor.dev.x86_64.llvm for llvm-based builds.
  "program": "${workspaceFolder}/bin/godot.linuxbsd.editor.dev.x86_64",
  // Change the arguments below for the project you want to test with.
  // To run the project instead of editing it, remove the "--editor" argument.
  "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
  "stopAtEntry": false,
  "cwd": "${workspaceFolder}",
  "environment": [],
  "externalConsole": false,
  "preLaunchTask": "build"
}
../../../_images/vscode_2_launch.json.png

Un ejemplo de un archivo launch.json completo.

Nota

Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the CodeLLDB extension is installed for configurations using lldb.

If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration).

Do note that lldb may work better with LLVM-based builds. See Compiling for Linux, *BSD for further information.

The name under program depends on your build configuration, e.g. godot.linuxbsd.editor.dev.x86_64 for 64-bit LinuxBSD platform with target=editor and dev_build=yes.

Configuring Intellisense

For the C/C++ extension:

To fix include errors you may be having, you need to configure some settings in the c_cpp_properties.json file.

  • First, make sure to build the project since some files need to be generated.

  • Edit the C/C++ Configuration file either with the UI or with text:

../../../_images/vscode_edit_configurations.webp
  • Add an include path for your platform, for example, ${workspaceFolder}/platform/windows.

  • Add defines for the editor TOOLS_ENABLED, debug builds DEBUG_ENABLED, and tests TESTS_ENABLED.

  • Make sure the compiler path is configured correctly to the compiler you are using. See Introducción al sistema de compilación for further information on your platform.

  • The c_cpp_properties.json file should look similar to this for Windows:

    .vscode/c_cpp_properties.json
    {
      "configurations": [
        {
          "name": "Win32",
          "includePath": [
            "${workspaceFolder}/**",
            "${workspaceFolder}/platform/windows"
          ],
          "defines": [
            "_DEBUG",
            "UNICODE",
            "_UNICODE",
            "TOOLS_ENABLED",
            "DEBUG_ENABLED",
            "TESTS_ENABLED"
          ],
          "windowsSdkVersion": "10.0.22621.0",
          "compilerPath": "C:/Program Files/Microsoft Visual Studio/2022/Community/VC/Tools/MSVC/14.39.33519/bin/Hostx64/x64/cl.exe",
          "cStandard": "c17",
          "cppStandard": "c++17",
          "intelliSenseMode": "windows-msvc-x64"
        }
      ],
      "version": 4
    }
    
  • Alternatively, you can use the scons argument compiledb=yes and set the compile commands setting compileCommands to compile_commands.json, found in the advanced section of the C/C++ Configuration UI.

    • This argument can be added to your build task in tasks.json since it will need to be run whenever files are added or moved.

Si tienes algún problema, busca ayuda en alguno de los canales de la comunidad Godot.

Truco

To get linting on class reference XML files, install the vscode-xml extension.