3:20 LAUNCHING EDITOR MAKES A LOT OF SENSE TO ME NOW BTW One of the great things with godot is the ability to SUPER easily make tools and scripts run in the editor. Being able to launch the editor in debug mode means being able to set breakpoints and debug those scripts that run in the editor. Click "Read more" for a surprise. blblbl
Just watching to support you despite having no idea what's going on. I was a game dev 15+ years ago. I was a 3D modeller, UV mapper, and texture artist. Making assets was so fun when I was working on small, personal projects. When I went full time for a company, i hated it. Good on you for pursuing a passion project. And good luck with your nonsensical coding stuff!
Jace if you ever go back to a studio and need to apply, this video should be at the top of your portfolio. As a software developer, your attitude here is extremely valuable, "making the [tutorial] I wish I had yesterday"
Please do more of these. One thing I have not been able to stand in other tutorial videos is they cover things but in such away that you have to already know what you are doing to understand... what they are showing you to do. Leaving out key need to know steps. If we already knew how to do what they were showing why would we need to watch what they are showing kind of thing. You showed a nice clear setup and steps to take. I really love this, you get to the point at the start for those who have some experience then do a deeper dive for those of us that don't. That's a fantastic format to do this in and hope you continue showing these off.
I was stuck for like an hour on getting my breakpoints hit, my launch/tasks files were scuffed. came here and within 5 minutes i was up and running. Thanks a million.
I remember watching this vid when you first released it. This week my daughter has been really keen on me building a game with her, so was super useful to re-watch and get your magic debugger setup. Thanks Jace!!
this might be the first video i've seen about godot where someone's used c#. you've definitely chosen the path less traveled thank you so much for this. :) now i'll know what to do when i feel like trying it out
I got my project running after changing the config files generated by the extension but the debugger wasn't attaching for some reason. Copy pasted your config and it worked like a charm!
As a newcomer to VSCode, this video (specifically, how the tasks in launch.json are laid out) actually helped me to get a working hardware-debug configuration for the Raspberry Pi Pico under VSCode :D Good tutorial, thanks Jace.
I was working on an AR project my company was using, and I wasn't provided anything for the real-world displays except a video file from Unity. Bonus: I had less than a week to pull this off. So I cobbled together a super cheap Linux box I was using for another project, installed Godot on that, set up Compiz to span 3 mini wide displays, and set it up so that it looked like a concept car dashboard. Basically it became a fullscreen video player that would span 3 monitors (which for some reason can be a PITA with regular video players). My colleagues in Japan were rather amazed that I could do that with minimal cost.
Hey Jace, just wanna hop in and say: if you get stuck, either because of burn out or a hard task - don't be afraid to share it. While some might not be nice to you, I believe a good chunk of your community will be glad to help with any tips we have. And I'm not saying this just in case, these cases happen all the time in game dev. And obligatory: Thanks Jace, helps a lot.
i loved your process of trying to understand, not understand, be "well ok i guess.. but i really want it" then finally finding whatever was happening and now share with us. Thanks! really refreshing to know that im not the only that does not understand whatever is happening, which motivates me more because everyone goes through that.
You had the exact same issues as me and walked us through it beautifully! I love knowing what I just did. I think, maybe those tasks can even be helpful in the future. I saw somewhere online you can make one to create a JavaScript file out of a typescript. Maybe I could write one that automatically transforms a yaml into some kind of game file before the build, so they aren't readable when the game is finished
With VS Code launch configurations, the "type" attribute specifies more or less the extension that you're asking to execute the launch request. And the "request" is then a command that the extension executes. So initially your launch.json had launch commands for a normal .NET extension with "type" of "coreclr", but later in the vid (around 9:00), the file switched to type "godot-mono". Those can have completely different behavior and parameters as they are provided by different extensions. Beware :) Edit: nevermind, you explained it very well later in the video! :)
xD drop the painfull part and stick with slow and steady. Every Dev hits points where he doesn't know what to do or what to look for. At those points you need the right question befor you can fight an answer. Just develop fun in solving these types of problems.
This is huge. I had been dabbling with Godot when you mentioned a while back that you were looking to use it, but didn't have it all wired up together nicely. Thank you!
As an engineer those kind of videos are really nice. Even tho we work in completely different fields it's fun to see you solve similar or identical problems. I don't think a full tutorial series would suit you now. But some videos about different problems and how you tackle them would be really nice. With some VS Stuff i might be able to help you. I don't know about gadot, but auto attach in general could work. Either the Editor can call VSCode with Debugger and fill in it's information. If you start it from VSCode you would need to take a list of all processes and search for something unique. From the footage i would say the path could be something. I work with embedded systems and "auto attack" either via the COM port or SSH, but i never set thia up i just used it.
Have tried to do the same on the Mac and run into the wall with the launch.json proposed by the C# Tools for Godot. Great help, got it going at the end.
Very comprehensive guide on how to set up the debugger, it was very helpful thanks Jace! And if you discover the autoattach one, let us know please, it's too advanced for my knowledge but if I find something I let you know too!
Would I be right in saying that your issue around the 10 minute mark was because you were trying to debug launching the editor rather than your actual engine? I am essentially on a very similar journey to yourself a good few months behind though, when I checked my launch.json I was also using an environment variable but it was pointing directly at the Godot binary path. Thank again for this extra Godot and game development material and good luck with the game!
The skills demonstrated in this video (project configurations in the IDE, making >all< IDE tools work with engine, setting up debugging and towards release automate building and distributing the game) are money skills. Given the choice, game devs prefer not to go near any of this stuff. More so the bigger the studio is. If you're decent with it, it's steady work. Highly recommend anyone wanting to get into game dev (probably any dev) to pick up this skill set :)
Hey Jace, nice seing you are getting started with your own project. I am a senior develoepr with C# and "some" game dev experience. If you ever need some review or want to get into some aspects of the code feel free to reach out. Cheers
A safety tip: a while back I had something specified as my external editor, but then moved it (the installed editor) to a new location and couldn't figure out why none of my source code was opening in Godot or anywhere else. Can lead to a lot of pain if one forgets.
Thank you so much. I was struggling so bad to setup the debugger. The official doc for this is terrible, it links you to a random github thread and just says "do what those guys did".
Re: auto attach to process, this might be a limitation of vs-code. The full fat version of visual studio is much better for these kinds of things, there are, however budgetary issues using it for professional use, which presumably you've already ruled it out for.
Thank you so much for this video! I have a question, will I be able to import my game to the web after fallowing these steps? Because in the 4.1 documentation it says you can't do this with C# yet.
Hello, i used Unity for several years, and recently I am trying godot, i was wondering if i keep c# or switch to gdscript. Same i you, configure vscode for godot 4 was ... complicated, rider by jetbrain works out of the box. Finally, i switch to gdscript for the hot reload functionality, it changed the way I develop (seems it not available for c# script) Regards, have fun with godot
Does this mean that you'll be using Godot for your game? If so, I'm really looking forward to follow on videos as I'm in the process of learning Godot as well.!
I use GDScript. Almost exclusively. But I'll write in C++ via Module (compiles into Godot) or in Rust via GDExtention (compiles to DLL). I know C#. My day job is Unity. I chose to avoid it. I'm curious why you chose C#, given you have a background in Unreal/C++.
ahh, so you're a C# developer - very cool 👍 never tried Godot before. have tried Unity. not trying to start a religious war, but what makes Godot the choice instead of Unity?
4070ti nice, i would've gone with 4080 for next 10+y but 4070 will last you at least 6, when i said last meaning newer tech/games will work a lot slower on 4070 by then
Open source, mainly. If there's something about the engine that doesn't play nicely, there's a path to do something about it, whereas for Unity or UE you're confined to whatever the API allows. There's also no cost at all, not even if you make millions on a Godot game. You don't get stuff like private one-on-one training which comes with enterprise-level licenses.
C++ and C# are quite different, but I think UE is just way too bulky of an engine for a solo dev and a 2D game. It comes with a ton of overhead and things you don't need and is a lot slower if you want to do rapid prototyping. Godot is super lightweight and had a lot of focus on 2D development while maintaining the power of C#. It's also the most well known and widest used open source engine I think? That helps with trying to find answers about it.
3:20 LAUNCHING EDITOR MAKES A LOT OF SENSE TO ME NOW BTW
One of the great things with godot is the ability to SUPER easily make tools and scripts run in the editor. Being able to launch the editor in debug mode means being able to set breakpoints and debug those scripts that run in the editor. Click "Read more" for a surprise.
blblbl
Just watching to support you despite having no idea what's going on.
I was a game dev 15+ years ago. I was a 3D modeller, UV mapper, and texture artist. Making assets was so fun when I was working on small, personal projects. When I went full time for a company, i hated it.
Good on you for pursuing a passion project. And good luck with your nonsensical coding stuff!
Jace if you ever go back to a studio and need to apply, this video should be at the top of your portfolio. As a software developer, your attitude here is extremely valuable, "making the [tutorial] I wish I had yesterday"
giving the fact that this was 10 months ago, this save my game,I thank you my good man^^
you're very welcome :)
Please do more of these. One thing I have not been able to stand in other tutorial videos is they cover things but in such away that you have to already know what you are doing to understand... what they are showing you to do. Leaving out key need to know steps. If we already knew how to do what they were showing why would we need to watch what they are showing kind of thing. You showed a nice clear setup and steps to take. I really love this, you get to the point at the start for those who have some experience then do a deeper dive for those of us that don't. That's a fantastic format to do this in and hope you continue showing these off.
I was stuck for like an hour on getting my breakpoints hit, my launch/tasks files were scuffed. came here and within 5 minutes i was up and running. Thanks a million.
I remember watching this vid when you first released it. This week my daughter has been really keen on me building a game with her, so was super useful to re-watch and get your magic debugger setup. Thanks Jace!!
this might be the first video i've seen about godot where someone's used c#. you've definitely chosen the path less traveled
thank you so much for this. :) now i'll know what to do when i feel like trying it out
I got my project running after changing the config files generated by the extension but the debugger wasn't attaching for some reason. Copy pasted your config and it worked like a charm!
These videos are giving me motivation to start working on my own game. Thanks Jace
Excellent video, man! Worked like a charm. Finally I can debug.
Dear god thank you I was dying without breakpoints
Followed the tutorial, it works. Thanks man!
I struggled to get debugging working with Visual Studio on OS X, and this video helped me immensely. Thank you so much.
Tried to install and setup the things you describes for myself and it worked. Thank you for this Guide. 👍🤓🍀
Wow, found you organically. Loved you on Satisfactory and now I get to watch your game dev content. Awesome!!
As a newcomer to VSCode, this video (specifically, how the tasks in launch.json are laid out) actually helped me to get a working hardware-debug configuration for the Raspberry Pi Pico under VSCode :D Good tutorial, thanks Jace.
Thanks Jace, helps a lot!
I was working on an AR project my company was using, and I wasn't provided anything for the real-world displays except a video file from Unity. Bonus: I had less than a week to pull this off.
So I cobbled together a super cheap Linux box I was using for another project, installed Godot on that, set up Compiz to span 3 mini wide displays, and set it up so that it looked like a concept car dashboard. Basically it became a fullscreen video player that would span 3 monitors (which for some reason can be a PITA with regular video players).
My colleagues in Japan were rather amazed that I could do that with minimal cost.
Love the detailed walk through of how you tried and how you worked things out. Very helpful, thanks alot.
Glad it was helpful!
Hey Jace, just wanna hop in and say: if you get stuck, either because of burn out or a hard task - don't be afraid to share it. While some might not be nice to you, I believe a good chunk of your community will be glad to help with any tips we have. And I'm not saying this just in case, these cases happen all the time in game dev.
And obligatory:
Thanks Jace, helps a lot.
i loved your process of trying to understand, not understand, be "well ok i guess.. but i really want it" then finally finding whatever was happening and now share with us. Thanks! really refreshing to know that im not the only that does not understand whatever is happening, which motivates me more because everyone goes through that.
great video, I appreciate the easy copy/paste + the detail. Helped immensely!
Thanks, Jace. Helps a lot.
You had the exact same issues as me and walked us through it beautifully! I love knowing what I just did. I think, maybe those tasks can even be helpful in the future. I saw somewhere online you can make one to create a JavaScript file out of a typescript. Maybe I could write one that automatically transforms a yaml into some kind of game file before the build, so they aren't readable when the game is finished
With VS Code launch configurations, the "type" attribute specifies more or less the extension that you're asking to execute the launch request. And the "request" is then a command that the extension executes. So initially your launch.json had launch commands for a normal .NET extension with "type" of "coreclr", but later in the vid (around 9:00), the file switched to type "godot-mono". Those can have completely different behavior and parameters as they are provided by different extensions. Beware :)
Edit: nevermind, you explained it very well later in the video! :)
This is insanely helpful . I'm currently going to school for csharp and am making the conversion over to vc slowly and painfully
xD drop the painfull part and stick with slow and steady. Every Dev hits points where he doesn't know what to do or what to look for. At those points you need the right question befor you can fight an answer. Just develop fun in solving these types of problems.
as a beginner programmer it was really helpful !! keep up the good work brother !! waiting for more videos like this !!!
I have no desire to code using godot. I am a primary script admin, but I still watched for the engagement.
This is huge. I had been dabbling with Godot when you mentioned a while back that you were looking to use it, but didn't have it all wired up together nicely. Thank you!
Well done great walkthrough and thought process explanation.
Thanks Jace, helps a lot
As an engineer those kind of videos are really nice. Even tho we work in completely different fields it's fun to see you solve similar or identical problems. I don't think a full tutorial series would suit you now. But some videos about different problems and how you tackle them would be really nice. With some VS Stuff i might be able to help you.
I don't know about gadot, but auto attach in general could work. Either the Editor can call VSCode with Debugger and fill in it's information. If you start it from VSCode you would need to take a list of all processes and search for something unique. From the footage i would say the path could be something.
I work with embedded systems and "auto attack" either via the COM port or SSH, but i never set thia up i just used it.
I fucking love the thumbnail for this one. I see it all the time, and it's excellent.
Very inspirational! Your problem solving skillz are top notch.
Really good engine choice there. Godot deserves more visibility
Have tried to do the same on the Mac and run into the wall with the launch.json proposed by the C# Tools for Godot. Great help, got it going at the end.
Oh wow, I just started my own Godot project! I'm having a lot of fun learning how. I will have to see what you come up with!
Lets go Jembawls! Loving your dev streams btw, keep up the good work
I use Godot as well glad to see you join the open source community
Very comprehensive guide on how to set up the debugger, it was very helpful thanks Jace! And if you discover the autoattach one, let us know please, it's too advanced for my knowledge but if I find something I let you know too!
Sweet, Ive been wanting to give godot a try. Might have to try this out!
Guys! We got a good one! Thanks Jace
I've poked at Godot from time to time. This is great content!
I see you choose a simpler engine. I love C# and am happy that more people choose it as their tool.
The "Launch Editor" option is not just for debugging the editor itself, it's also necessary if you want to debug `[Tool]` scripts.
Indeed! Something I very quickly learned 😂
I love you bro. Thanks for this awesome video ! :)
Would I be right in saying that your issue around the 10 minute mark was because you were trying to debug launching the editor rather than your actual engine? I am essentially on a very similar journey to yourself a good few months behind though, when I checked my launch.json I was also using an environment variable but it was pointing directly at the Godot binary path. Thank again for this extra Godot and game development material and good luck with the game!
The skills demonstrated in this video (project configurations in the IDE, making >all< IDE tools work with engine, setting up debugging and towards release automate building and distributing the game) are money skills.
Given the choice, game devs prefer not to go near any of this stuff. More so the bigger the studio is. If you're decent with it, it's steady work. Highly recommend anyone wanting to get into game dev (probably any dev) to pick up this skill set :)
Thanks :) can confirm that your configs also work on macOS. :)
oh cool!!
Hey Jace, nice seing you are getting started with your own project. I am a senior develoepr with C# and "some" game dev experience. If you ever need some review or want to get into some aspects of the code feel free to reach out. Cheers
Tanks a lot! Jace helps!
A safety tip: a while back I had something specified as my external editor, but then moved it (the installed editor) to a new location and couldn't figure out why none of my source code was opening in Godot or anywhere else. Can lead to a lot of pain if one forgets.
Fucking incredible video
Thank you for the Godot representation
Just clicked a random Godot video... And now, i'm missing the Satisfactory music... :|
Thank you so much. I was struggling so bad to setup the debugger. The official doc for this is terrible, it links you to a random github thread and just says "do what those guys did".
Re: auto attach to process, this might be a limitation of vs-code. The full fat version of visual studio is much better for these kinds of things, there are, however budgetary issues using it for professional use, which presumably you've already ruled it out for.
thanks
Would love a how to video for modding Satisfactory I made a mod I just struggling to make Orr nodes at the moment.
Thank you so much for this video! I have a question, will I be able to import my game to the web after fallowing these steps? Because in the 4.1 documentation it says you can't do this with C# yet.
You legend
Hello,
i used Unity for several years, and recently I am trying godot,
i was wondering if i keep c# or switch to gdscript. Same i you, configure vscode for godot 4 was ... complicated, rider by jetbrain works out of the box.
Finally, i switch to gdscript for the hot reload functionality, it changed the way I develop (seems it not available for c# script)
Regards,
have fun with godot
Does this mean that you'll be using Godot for your game? If so, I'm really looking forward to follow on videos as I'm in the process of learning Godot as well.!
Currently, I am!
JACE ON file? I hope there is no JACE OFF file!!
Error 404 jace not found ...
Dude I have a problem that when I run the build with VSCode it doesn't pickup changes in the editor script, you know how to solve that?
I use GDScript. Almost exclusively. But I'll write in C++ via Module (compiles into Godot) or in Rust via GDExtention (compiles to DLL).
I know C#. My day job is Unity. I chose to avoid it.
I'm curious why you chose C#, given you have a background in Unreal/C++.
ahh, so you're a C# developer - very cool 👍
never tried Godot before. have tried Unity. not trying to start a religious war, but what makes Godot the choice instead of Unity?
godot is so good for being free and open source. I like godot's built in editor, but I'm a newbie so there might be debug things that are missing.
4070ti nice, i would've gone with 4080 for next 10+y but 4070 will last you at least 6, when i said last meaning newer tech/games will work a lot slower on 4070 by then
vscode the best fr
a few sentences about "what is godot" would have been nice. as someone who subbed because i know you from Satisfactory, this was a bit confusing^^
I didn't even consider this actually when making the video. Thanks for bringing it to my attention!
Any reason to choose Godot? Obv. C# is simillar-ish to what UE uses, so some knowledge transfers.
Open source, mainly. If there's something about the engine that doesn't play nicely, there's a path to do something about it, whereas for Unity or UE you're confined to whatever the API allows.
There's also no cost at all, not even if you make millions on a Godot game. You don't get stuff like private one-on-one training which comes with enterprise-level licenses.
@jembawls showld do a video about this
@@MMuraseofSandvich there's a good number of open source game engines out there.. there must be another component to it as well
C++ and C# are quite different, but I think UE is just way too bulky of an engine for a solo dev and a 2D game. It comes with a ton of overhead and things you don't need and is a lot slower if you want to do rapid prototyping. Godot is super lightweight and had a lot of focus on 2D development while maintaining the power of C#. It's also the most well known and widest used open source engine I think? That helps with trying to find answers about it.
@@redundantpancake well, that answers "why not UE", but not "why Godot"..
I found two questions on stack that refers to auto attaching but for some reason cannot link them here because my comments are deleted.
25:03 Ah yes, the Launch Editor Virgin xD
I was debugging Tools code today in editor - turns out this feature is quite handy!
If I use Godot it'll be because I'm sick of C#
Thanks Jace! Helps a lot!