0 votes

I want to debug my GDscript in visual studio code ( having the game pause at my breakpoints so that I can read the values inside my VSCode ), but the breakpoints I put don't do anything and doing Run and Debug gives me an error:

"Failed to launch Godot instance: Error: Command failed: "godot" --path "C:\projets GDC\Godot\Dodgec" --remote-debug 127.0.0.1:6007 --breakpoints res://Mainscene/enemyscene/enemyscene.gd:13,res://Mainscene/Main.gd:12,res://Mainscene/Main.gd:29,res://Mainscene/Main.gd:30,res://Mainscene/Main.gd:31,res://Mainscene/Main.gd:65,res://Mainscene/Main.gd:67
'"godot"' n�fest pas reconnu en tant que commande interne
ou externe, un programme executable ou un fichier de commandes.
(godot isn't recognized as an intern or extern command, an execuatble program or a command file.)

I don't think the problem stems from my code but here's a sample, I put B_ at the start of lines where there's a breakpoint.

Any hindsight you're willing to share would be greatly appreciated :).

extends Node
export(PackedScene) var enemy_scene
var score

# Declare member variables here. Examples:
# var a = 2
# var b = "text"


# Called when the node enters the scene tree for the first time.
func _ready():
    B_randomize()
    #new_game()


# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
#   pass


func game_over():
    $Score_timer.stop()
    $Mob_timer.stop()
    $DeathSound.play()
    $Music.stop()
    $HUD.show_game_over()

func new_game():
    B_get_tree().call_group("mobs", "queue_free")
    B_score = 0
    B_$Player.start($Start_position.position)
    $Music.play()
    $Start_timer.start()
    $HUD.update_score(score)
    $HUD.show_message("Get Ready")
Godot version 3.4.4(stable)
in Engine by (20 points)

1 Answer

0 votes

Alright I found the problem ( I think ) I followed this post's instructions : https://www.reddit.com/r/godot/comments/m6mv0q/having_a_hard_time_debugging_gdscript_in_vs_code

and while I had no problem in my ports settings, I didn't point the editor path in the vscode godot-tools settings ( I didn't even know vscode extensions had settings lol ) and when I did, it worked, so it should be the reason.

by (20 points)
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