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Cannot generate godot.sln for Rider under MacOS #83771
Comments
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Rider runs on both Mac and Windows platforms, and it uses solely |
I don't think this is a bug but a feature request. running |
So after talking to Jetbrains about this, the conclusion is that Rider doesn't support the vcxproj (C++) project format. It does support .sln, but only for csproj (C#) projects. The alternative is to use a json project format that Rider does support (ubisoft/Sharpmake#248). |
@akien-mga I am running a mac with the latest
Rider also completely fails to find any of the standard or project include files, so none of its code analysis tools work. See this screenshot from |
Just to clarify, Rider does support (It might seem odd to have two products here, but it's a result of evolution. Rider was initially designed to work with dotnet solutions, which is a Visual Studio project model, and is powered by the ReSharper engine, a Visual Studio plugin. ReSharper C++ had better support for Unreal than CLion, so it was easier to integrate ReSharper C++ than teach CLion the VS project model as well as Unreal features. Plus, Unreal solutions are described with C#, which is again a better fit for Rider) |
Godot version
4.1
System information
MacOS 14.0 (23A344) (intel)
Issue description
According to documentation, to use Rider IDE I have to run this command:
scons platform=windows arch=x86_64 target=editor vsproj=yes dev_build=yes
And I get this error:
Invalid target platform "windows". The following platforms were detected: ios macOS
Seems reasonable because I am using MacOS, so I tried this:
scons platform=osx arch=x86_64 target=editor vsproj=yes dev_build=yes
and this gives me another error:
'Error: The
vsproj
option is only usable on Windows with Visual Studio.'Is there a way to build godot.sln for Rider under MacOS?
Steps to reproduce
See above
Minimal reproduction project
not required
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