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variables values don't show in debug mode #432
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Godot 3.4.x is not supported for bug fixes anymore, so please upgrade to 3.5.1 and check if the issue still occurs there. |
@Vaillus Are you still experiencing this issue using godot-tools |
@Xkonti Are you using 2.1.0 of this add-on? It was released recently: https://github.com/godotengine/godot-vscode-plugin/releases/tag/2.1.0 Also, check if this occurs when using Godot 4.2.2. This might be related to godotengine/godot#92632. |
@Calinou Yes. Using 2.1.0 I'll check Godot 4.2.2 in a moment :) |
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@Calinou BIG UPDATE: Variables show up with 4.3 RC 3 Standard, but the headless mode has to be disabled. |
What's the type of the variable you're inspecting? Types such as Texture2D are not usable in headless mode, as there is no GPU to access. |
@Calinou These were normal variables (float, Vector2). Basically, in headless mode there are no variables being displayed at all on the variables list in VSCode. |
@Xkonti Hold on, are you talking about the headless build of the engine, or the headless mode of the LSP? You mentioned |
@DaelonSuzuka I meant the headless LSP. The option in the extensions' settings. Where you don't need to start up Godot gui to have the project in VSCode work and run with F5. |
I don't see how it's possible for LSP headless mode to affect debug sessions. Share the contents of your |
@DaelonSuzuka This is the {
"version": "0.2.0",
"configurations": [
{
"name": "GDScript: Launch Project",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"profiling": false,
"single_threaded_scene": false,
"debug_collisions": false,
"debug_paths": false,
"debug_navigation": false,
"debug_avoidance": false,
"debug_stringnames": false,
"frame_delay": 0,
"time_scale": 1.0,
"disable_vsync": false,
"fixed_fps": 60,
"additional_options": ""
}
]
} I needed to make sure that this setting is off: With that setting off, it works as intended (until either Godot or the connection to Gotod glitches out). On another note, when running the project via F5 from VSCode it runs faster (as if time moved faster) than when started from the engine. Maybe 120Hz refresh rate confuses VSCode... |
This is because you have Use |
Or just don't specify options that you aren't intentionally trying to use.
Why were you trying to run the LSP in Headless mode in the first place? I can't think of any way that this setting could even remotely cause the issue described, so maybe it's related to something else in your environment. |
Same issue here. Usage as editor for Godot works fine as well as running the scene from VSC using F5. Breakpoints work as well, only no variables show up at all. My setup and settings are posted below. No Headless mode or other settings changed. OS: Linux x64 5.15.164-3-MANJARO launch.json:
Godot settings: |
I had a similar issue, I fixed it by adding the "debugServer" field. as per the official docs.
|
@clm805 What docs? Using |
I'm betting that this problem was related to typed arrays blowing up the debugger variables window. |
https://docs.godotengine.org/en/stable/tutorials/editor/external_editor.html#id1 |
You seem right. It works now for me. Thanks! |
Godot version
v3.4.4.stable.official.419e713a2
VS Code version
1.72.2
Godot Tools VS Code extension version
1.3.1
System information
Windows 11, wsl2 Ubuntu
Issue description
I downloaded the plugin in vscode marketplace which is connected to wsl in remote mode. I correctly put the absolute path of my godot installation in wsl, which allows me to run my project in debug mode from vscode.
The editor is well connected to the language model. Hovering the godot elements gives me access to their documentation in a floating winow.
Everything seems to work normally except some features in debug mode:
null
values. (edit : I just noticed that variables contents are sometimes available when an error occurs instead of stopping at a breakpoint)Steps to reproduce
Launch the project in debug mode from vscode and wait for the execution to stop at a breakpoint
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