godotengine/godot-csharp-vscode

Code linting in vs code bugs out and it doesnt recognize "Godot" namespace when adb is turned on

adarshcat opened this issue · 1 comments

Vs Code stops recognizing godot namespace when I connect my phone with usb debugging turned on and export to android. It stays that way for a while until it automatically fixes itself even after killing adb.exe but only happens when doing usb debugging.
Restarting code and editor doesn't help either in most cases.

Godot v4.2.beta2.mono.official [f8818f85e]
Ryzen 5600H
RTX 3050 Laptop GPU
.Net 7

Steps to recreate:
Create a project, setup launch.json and tasks.json in .vscode directory. Works fine until a phone with usb debugging is connected and project is exported to it through "Run on device" option.

{ "version": "0.2.0", "configurations": [ // For these launch configurations to work, you need to setup a GODOT4 // environment variable. On mac or linux, this can be done by adding // the following to your .zshrc, .bashrc, or .bash_profile file: // export GODOT4="/Applications/Godot.app/Contents/MacOS/Godot" { "name": "Play", "type": "coreclr", "request": "launch", "preLaunchTask": "build", "program": "C:\\Users\\adars\\Downloads\\Godot\\Godot_v4.2-beta2_mono_win64\\Godot_v4.2-beta2_mono_win64.exe", "args": [], "cwd": "${workspaceFolder}", "stopAtEntry": false, } ] }

My launch.json file above

{ "version": "2.0.0", "tasks": [ { "label": "build", "command": "dotnet", "type": "process", "args": [ "build" ], "problemMatcher": "$msCompile", "presentation": { "echo": true, "reveal": "silent", "focus": false, "panel": "shared", "showReuseMessage": true, "clear": false } } ] }

My tasks.json file above

Exact same issue happening to me, Godot version: 4.2.2stable.mono, OS: Debain 12, .NET version: 8.0.300