For any other Linux users here, while VSCode can be installed as a Flatpak, I don't think this works if Godot is installed in that format I mean, you can probably make it work somehow by giving it the right permissions, but just simply giving it file access to the VSCode executable didn't work for me so I just downloaded the normal binary from the website, which worked perfectly fine and the same as in the video
There is a flatpak called flatseal that manages all installed flatpaks' permissions with GUI. You can toggle access to all files or just selected few from there.
This was a fantastic help, I spent a few hours trying to figure out why I couldn't open VS code from in the engine just to see my executable path was going to a shortcut, not the actual .exe, and this is the first tutorial that showed how to actually add it and helped me locate it, thank you so much
Thanks! And if any of you get an error "Could not create child process" after running this tutorial you have to set VS code to NOT run as an administrator
Though a problem cause of "Please, confirm..." inside godot and no Ctrl + I (fix indentation) in vscode (i dunno why no such thing in those godot tools if even godot IDE have one). Mixing both is good idea, cause it's faster to do small changes to already existing parts in built-in one (that don't require auto-completion). Opening external once and uncheck "external" is good enough. Inside VSCode you still can open other scripts through search. P.S. And, yes, there are no extensions for just VS, only the theme.
I guess I don't understand your question exactly.. do you mean is there syntax highlighting for GDScript? If that's what you meant, yes there is. Also for the constant reloads thing, that shouldn't be an issue if you've set it up correctly. You can also get a plugin to handle the auto indentation if you'd like, and even one for saving the file when you switch back to Godot (which is what I use)
@@queblegamedevelopment4143 Nvm, visual studio (not code, oh god, MS! Rename it already) doesn't have any godot extensions, so no point comparing to VScode, anyways intellicode and formatting whole document(+fixing indents) won't work there. Also about indents i mean there is Ctrl + I in godot text editor, which can fix without tabbing manually, though not perfect in some cases. Main problem is VSCode is more sensitive to copy paste, than Godot one. The reloads are asked anyways when edited in VSCode is there setting that makes it auto? Extra (VS): Though syntax will i guess, thanks to LSP thing
Thanks, no other tutorial showed setting up the network settings. So got it working properly now. Think I'll edit in Godot, and then toggle the VSCode only only to refactor. (Although they're currently developing the ability to refactor in the Godot editor, so won't have to use VSCode soon for variable/function renaming, unless ofc you use C#) Also, what do you use to edit your videos?
Yeah no problem! I use premier pro, but honestly I don't think it's worth the subscription. Personally I dislike all the adobe products I've used, and would much rather use free alternatives, as they also seem to run better
Yes! VS Code is essentially just a very powerful code editor. So since the Godot tools plugin provides VS Code with the GD script syntax logic, it's logical to use VS Code over the Godot editor in my opinion. If you're getting started with VS Code, you should check out some setup guides :) There're a ton of cool shortcuts, plugins, and workflows which you can implement in VS, and it'll really speed up development time knowing how to leverage the tool!
2:39 If visual studio code came pre installed on your computer when you first got it then what should you do? im having this problem and I cant find the file I installed it with because it came pre installed
One thing that vscode is inferior at though is documentation. Weird formatting is one thing, but it just straight up crashes sometimes for some reason. Other than that it's great.
I was having issues using the node signals and getting them to connect in VS code. Would you by chance know a script work around or anything to get it to work in VS
Yeah this has just been something I've gotten used to. I think as of godot 4 it now doesn't ruin your script (sometimes it wouldn't even add the code in), but if that's still happening, I used to just disable the external editor when connecting signals in the editor. Definitely would be cool to have some upgrades in this area, maybe I'll look into it this week. Side note, I wonder if I could make something to embed VS Code into a Godot doc!? That would be really cool
But you still debug from Godot, right? I thought maybe I would open Godot and VSCode and use them simultaneously. Do you think it is an ok idea or completely useless?
Going to try this in a couple of hours. I gave it my all to learn GDscript, and then I spent an hour debugging a spelling error, which made me remember why I don't touch Python with a 10' pole. It's C# time.
For any other Linux users here, while VSCode can be installed as a Flatpak, I don't think this works if Godot is installed in that format
I mean, you can probably make it work somehow by giving it the right permissions, but just simply giving it file access to the VSCode executable didn't work for me so I just downloaded the normal binary from the website, which worked perfectly fine and the same as in the video
There is a flatpak called flatseal that manages all installed flatpaks' permissions with GUI. You can toggle access to all files or just selected few from there.
This was a fantastic help, I spent a few hours trying to figure out why I couldn't open VS code from in the engine just to see my executable path was going to a shortcut, not the actual .exe, and this is the first tutorial that showed how to actually add it and helped me locate it, thank you so much
Thanks! And if any of you get an error "Could not create child process" after running this tutorial you have to set VS code to NOT run as an administrator
this is super helpful! i'll be sure to refer this video to my friends
What i want to note there, we spend over a minute of VS Code preperations, and 1.5s on where to go in the settings.
Thanks!!! This was super helpful! Much better than Godot 4.1 external code window! :)
This is very helpful! noice tutorial
excellent video mate! thanks for sharing
A bit late. The Godot Tools plugin for vscode now supports dragging a node and holding shift to create the onready variable
Omg that's actually game changing I didn't know that! I'll need to update the video!
Just tried this, and can't seem to get it to work.
How did you get this to work? XD
Is there a way to make linking signals easier? When i try to link signals it keeps pulling an earlier version of the script
Though a problem cause of "Please, confirm..." inside godot and no Ctrl + I (fix indentation) in vscode (i dunno why no such thing in those godot tools if even godot IDE have one).
Mixing both is good idea, cause it's faster to do small changes to already existing parts in built-in one (that don't require auto-completion).
Opening external once and uncheck "external" is good enough. Inside VSCode you still can open other scripts through search.
P.S.
And, yes, there are no extensions for just VS, only the theme.
I guess I don't understand your question exactly.. do you mean is there syntax highlighting for GDScript? If that's what you meant, yes there is.
Also for the constant reloads thing, that shouldn't be an issue if you've set it up correctly.
You can also get a plugin to handle the auto indentation if you'd like, and even one for saving the file when you switch back to Godot (which is what I use)
@@queblegamedevelopment4143 Nvm, visual studio (not code, oh god, MS! Rename it already) doesn't have any godot extensions, so no point comparing to VScode, anyways intellicode and formatting whole document(+fixing indents) won't work there.
Also about indents i mean there is Ctrl + I in godot text editor, which can fix without tabbing manually, though not perfect in some cases. Main problem is VSCode is more sensitive to copy paste, than Godot one.
The reloads are asked anyways when edited in VSCode is there setting that makes it auto?
Extra (VS):
Though syntax will i guess, thanks to LSP thing
Perfect! exactly what I needed
Great, thanks for the help.
OMG thanks bruh worked for my godot 3.5. Didnt understand a thing in the official docs 😂
Do you know how to change the default syntax highlighting to the one the godot editor uses?
Thank you for this!
Your a life saver dude thanks
Thanks, no other tutorial showed setting up the network settings. So got it working properly now.
Think I'll edit in Godot, and then toggle the VSCode only only to refactor. (Although they're currently developing the ability to refactor in the Godot editor, so won't have to use VSCode soon for variable/function renaming, unless ofc you use C#)
Also, what do you use to edit your videos?
Yeah no problem!
I use premier pro, but honestly I don't think it's worth the subscription.
Personally I dislike all the adobe products I've used, and would much rather use free alternatives, as they also seem to run better
Does using VSCode mean you can do actual code refactoring (rather than just find/replace like in the Godot Editor)?
Yes!
VS Code is essentially just a very powerful code editor.
So since the Godot tools plugin provides VS Code with the GD script syntax logic, it's logical to use VS Code over the Godot editor in my opinion.
If you're getting started with VS Code, you should check out some setup guides :)
There're a ton of cool shortcuts, plugins, and workflows which you can implement in VS, and it'll really speed up development time knowing how to leverage the tool!
2:39 If visual studio code came pre installed on your computer when you first got it then what should you do? im having this problem and I cant find the file I installed it with because it came pre installed
Hmm, you might be able to find the install path through the executable or the app settings?
thanks for the help!
Thanks dude!
2:11 "Exec Path" and "Exec Flags" do not appear for me, and I don't know why, can you help me with this issue?
WHY DO THEY JUST SUDDENLEY APPEAR NOW, I CHANGED LITERALLY NOTHING
@Oddle_ 😅
Thank you for making this video. Now I can code in my crappy laptop without it going to the temperature of the sun cause it is trash :D
Do you recommend any specific themes for VSCode for Godot? :)
hey, i'v done this but the connexion between godot and vs code is very laggy, im on linux, do you have any clue about how i could solve this?
just asking what vsc theme do you use?
I think it was called Monakai Pro
@@queblegamedevelopment4143 thank you
very simple thank you
Does the VScode allow debugging straight from it ? i can't debug my code made in VScode, but instead have to go to godot to debug it, is this normal?
No, this isn't normal.
If you've installed the plugin, it should allow for debugging inside of VSCode.
Are your ports set correctly?
I just need a intellisense in gdscript.
Internal editor did not have this or working bad.
What about VSCode?
Yeah you can do this with VSCode!
May I ask what's your vsc code file manager theme ? Looks neeet
Yeah sure!
I think it's called Community Material Theme
Hello! In C# code Signals cannot be added straightly in VScode. How can I solve it?
Hey!
Oh really? That's interesting, I haven't encountered this since I usually use Gdscript, but I'll try to look into it when I get time :)
One thing that vscode is inferior at though is documentation. Weird formatting is one thing, but it just straight up crashes sometimes for some reason. Other than that it's great.
Hmm interesting, I guess I've never run into that
Thank you! Also, you sound a bit like Carl Sagan, lol
why does your vscode look so elegant?😅 is it just some vscode theme or what?
Haha yeah I think I was using GitHub dark for this one
May I ask what editor theme are you using for Godot? Those rounded shapes look really neat.
If I remember correctly, it should be the default theme with higher contrast and a high corner radius:)
I was having issues using the node signals and getting them to connect in VS code. Would you by chance know a script work around or anything to get it to work in VS
Yeah this has just been something I've gotten used to.
I think as of godot 4 it now doesn't ruin your script (sometimes it wouldn't even add the code in), but if that's still happening, I used to just disable the external editor when connecting signals in the editor.
Definitely would be cool to have some upgrades in this area, maybe I'll look into it this week.
Side note, I wonder if I could make something to embed VS Code into a Godot doc!?
That would be really cool
@@queblegamedevelopment4143 Ty! that was a great tip! Such an oversight I have been trying to fix for hours.
I agree that would be sick!
Thanks again!
Does Copilot work with the godot extension?
I think it should, but I haven't tried it yet
Thanks!!
But you still debug from Godot, right?
I thought maybe I would open Godot and VSCode and use them simultaneously. Do you think it is an ok idea or completely useless?
Yeah I still debug from Godot.
I think it's a good idea since VS Code is just way more powerful, but up to you :)
Just saved my life
Thank You very much
Thanks!
this did not work
Did you input the flags correctly?
like. thank you!
raise your hand who else thought that this video is about a "connect through code" in godot...
Omg haha I can see where there's confusion, I'll change the title :)
Going to try this in a couple of hours.
I gave it my all to learn GDscript, and then I spent an hour debugging a spelling error, which made me remember why I don't touch Python with a 10' pole.
It's C# time.
пипец
Thanks!
Thank you!
thank you!