Mac OS add support for Debug and System Output
LordBrkica opened this issue · 6 comments
Hi,
I have been using Godot Mono + VScode on Windows 10 and there everything worked ok.
I switched to Mac (intel cpu) and continued with Godot Mono + VScode combination.
But now I am missing some features:
- I don't output to console/terminal by default. This means I cannot see Debug.Writeline("mkjklj") anywhere. I can see GD.Print("dfjhdkjh") in the Godot editor Output.
- There is a lot of "system" output (which I assume is in same category with Debug.Writeline() . It would be of great help if one could see this text.
So I am asking would it be possible to add default ouput to terminal on MacOS.
Which launch configuration are you using? Play In Editor
, Launch
or Attach
.
Have you tried System.Console.WriteLine
and does that work?
I could not reproduce in Pop OS 21.04 with the Launch
configuration, note that Play In Editor
currently does not print any output (reported in #11).
I am tried all 3 configurations.
#11 is a minor nuisance in my opinion, as GD.Print() at least can be seen somewhere (the Godot Editor).
In my case, output window is usually showing some omnisharp logs and the terminal nothing.
Like I said the problem is not so much in not seeing the Debug.Writeline (or System.Console.WriteLine), its all the other system outputs that get outputed and are not seen anywhere.
I dont see anything in my DebugConsole. But I can step with F10 and breakpoints in VSCode work.
This is my configuration:
{
"name": "Play in Editor",
"type": "godot-mono",
"mode": "playInEditor",
"request": "launch",
"port": 23685
},
I'm using the Launch
configuration, since Play in Editor
won't show output.
{
"name": "Launch",
"type": "godot-mono",
"request": "launch",
"mode": "executable",
"executable": "/usr/bin/godot", // This is the path to my godot editor binary
"executableArguments": [
"--path",
"${workspaceRoot}"
]
}
I am a mac newb, I used launch
but I havent edited the paths, (so debugging only started in the editor but not the godot app).
I changed my launch json to this:
{
"name": "LaunchTest3",
"type": "godot-mono",
"request": "launch",
"mode": "executable",
"executable": "/Applications/Godot_mono.app/Contents/MacOS/Godot",
"executableArguments": [
"--path",
"${workspaceRoot}"
]
}
and now it works.
Thanks for your help !