godotengine/godot-csharp-vscode

Debugger Does Not Launch

micahpearlman opened this issue · 4 comments

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 

godot-debug-issue

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

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

@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).