Debugger Does Not Launch
micahpearlman opened this issue · 4 comments
micahpearlman commented
MacOS M1 Monterey
Issue description:
When trying to "Launch" or "Play In Editor" (or any other function) nothing seems to happen other then the build stage. Output:
Executing task: /Applications/Godot_mono.app/Contents/MacOS/Godot --build-solutions --path /Users/micahpearlman/dev/personal/killme-godot --no-window -q
arguments
0: /Applications/Godot_mono.app/Contents/MacOS/Godot
1: --build-solutions
2: --path
3: /Users/micahpearlman/dev/personal/killme-godot
4: --no-window
5: -q
Current path: /Users/micahpearlman/dev/personal/killme-godot
Godot Engine v3.5.stable.mono.official.991bb6ac7 - https://godotengine.org
OpenGL ES 3.0 Renderer: Apple M1 Max
Async. shader compilation: OFF
UNSUPPORTED (log once): POSSIBLE ISSUE: unit 1 GLD_TEXTURE_INDEX_2D is unloadable and bound to sampler type (Float) - using zero texture because texture unloadable
Registered camera FaceTime HD Camera with id 1 position 0 at index 0
Mono: Log file is: '/Users/someone/Library/Application Support/Godot/mono/mono_logs/2022-08-31_19.27.16_4044.log'
* Terminal will be reused by tasks, press any key to close it.
The launch.json
:
{
"version": "2.0.0",
"configurations": [
{
"name": "Play in Editor",
"type": "godot-mono",
"mode": "playInEditor",
"request": "launch"
},
{
"name": "Launch",
"type": "godot-mono",
"request": "launch",
"mode": "executable",
"preLaunchTask": "build",
"executable": "/Applications/Godot_mono.app/Contents/MacOS/Godot",
// See which arguments are available here:
// https://docs.godotengine.org/en/stable/getting_started/editor/command_line_tutorial.html
"executableArguments": [
"--path",
"${workspaceRoot}"
]
},
{
"name": "Launch (Select Scene)",
"type": "godot-mono",
"request": "launch",
"mode": "executable",
"preLaunchTask": "build",
"executable": "/Applications/Godot_mono.app/Contents/MacOS/Godot",
// See which arguments are available here:
// https://docs.godotengine.org/en/stable/getting_started/editor/command_line_tutorial.html
"executableArguments": [
"--path",
"${workspaceRoot}",
"${command:SelectLaunchScene}"
]
},
{
"name": "Attach",
"type": "godot-mono",
"request": "attach",
"address": "localhost",
"port": 23685
}
]
}
Note: I can confirm that I can launch the project on the command line (either vscode internal or an external console) via:
/Applications/Godot_mono.app/Contents/MacOS/Godot --path /Users/micahpearlman/dev/personal/killme-godot
Coder2195Text commented
I was gonna report this, because I was gonna switch to neovim if this debugging wasn't fixed but seems like the issue is here
tvardero commented
On launch I get this in vscode output: Invalid debug host address, it should be of the form <protocol>://<host/IP>:<port>.
Looks like we are missing tcp://
part when providing --remote-debug
argument to Godot 4 executable.
--remote-debug tcp://127.0.0.1:whateverport
raulsntos commented
Coder2195Text commented
This works for me
#43 (comment)
…On Wed, Oct 12, 2022, 5:45 AM Raul Santos ***@***.***> wrote:
@tvardero <https://github.com/tvardero> This issue is about 3.x, Godot
4.0 is not supported by this extension, there's already an issue about 4.0
support (see #43
<#43>).
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