@@ -4,51 +4,43 @@ JetBrains Rider
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===============
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`JetBrains Rider <https://www.jetbrains.com/rider/ >`_ is a commercial
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- `JetBrains <https://www.jetbrains.com/ >`_ IDE for C# and C++ that uses the same solution system as Visual Studio.
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+ `JetBrains <https://www.jetbrains.com/ >`_ IDE for C++, C # and GDScript that uses the same solution system as Visual Studio.
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.. note ::
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- This documentation is for contributions to the game engine, and not using
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+ This documentation is for contributing to the game engine, not for using
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JetBrains Rider as a C# or GDScript editor. To code C# or GDScript in an external editor, see
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:ref: `the C# guide to configure an external editor <doc_c_sharp_setup_external_editor >`.
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Importing the project
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---------------------
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- You will need to install `Python <https://www.python.org/ >`_ in your development environment
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- along with `MinGW <https://www.mingw-w64.org/downloads/ >`_. You will also need the Visual Studio C++ Build Tools, which
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- you can install using the Visual Studio Installer. Ensure all dependencies are installed
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- before you continue to the next steps.
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-
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.. tip :: If you already use Visual Studio as your main IDE, you can use the same solution file in Rider.
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Rider and Visual Studio use the same solution format, so you can switch between the two IDEs without rebuilding the solution file.
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Debug configurations need to be changed when going from one IDE to another.
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- Rider requires a solution file to work on a C++ project. While Godot does not come
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- with a solution file, it can be generated using SCons.
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+ If you are starting from the scratch, please follow :ref: `instructions<doc_compiling_index> `, specifically:
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- - Navigate to the Godot root folder and open a Command Prompt or PowerShell window .
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- - Copy, paste and run the next command to generate the solution .
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+ - Install all the dependencies .
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+ - Figure out the scons command for compiling to target a specific platform .
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- : :
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+ Provide scons with additional arguments to request a solution file generation :
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- scons platform=windows vsproj=yes dev_build=yes
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+ - Add ` vsproj=yes dev_build=yes ` to the scons command
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The ``vsproj `` parameter signals that you want Visual Studio solution generated.
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- The ``dev_build `` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
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+ The ``dev_build `` parameter ensures the debug symbols are included, allowing to e.g. step through code using breakpoints.
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- - If you have Rider setup as your main IDE for .sln, you can now open the project by double-clicking on the ``godot.sln `` in the project root
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- or by using the **Open ** option inside of Rider.
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+ - Open the generated ``godot.sln `` in Rider.
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- .. note :: Rider could fail to build the solution.
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- If that is the case, try running `git clean -xdf ` to remove all traces of the previous build artifacts
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- and regenerate the build files using the `scons ` command again. Restarting the terminal and your
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- development environment may help.
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+ .. note :: Ensure that the appropriate Solution configuration is selected on the
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+ Rider toolbar. It affects resolve of the SDKs, code analysis, build, run,
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+ etc.
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Compiling and debugging the project
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-----------------------------------
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Rider comes with a built-in debugger that can be used to debug the Godot project. You can launch the debugger
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- by pressing the **Debug ** icon at the top of the screen, this only works for the Project manager ,
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+ by pressing the **Debug ** icon at the top of the screen, this only works for the Project Manager ,
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if you want to debug the editor, you need to configure the debugger first.
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.. figure :: img/rider_run_debug.webp
@@ -66,7 +58,7 @@ if you want to debug the editor, you need to configure the debugger first.
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- Working Directory: ``$(LocalDebuggerWorkingDirectory) ``
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- Before Launch has a value of "Build Project"
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- This will tell the executable to debug the specified project without using the project manager .
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+ This will tell the executable to debug the specified project without opening the Project Manager .
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Use the root path to the project folder, not ``project.godot `` file path.
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.. figure :: img/rider_configurations_changed.webp
@@ -86,4 +78,27 @@ Alternatively you can use **Run > Attach to Process** to attach the debugger to
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.. figure :: img/rider_attach_to_process_dialog.webp
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:align: center
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+ |
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+
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+ Debug visualizers
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+ -----------------
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+ Debug visualizers customize how complex data structures are displayed during debugging.
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+ For Windows "natvis" (short for "Native Visualization") built-in with Godot are automatically used.
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+ For other operating systems, similar functionality can be setup manually.
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+
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+ Please follow `RIDER-123535 <https://youtrack.jetbrains.com/issue/RIDER-123535/nix-Debug-Godot-Cpp-from-Rider-pretty-printers-usability >`_.
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+
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+ Unit testing
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+ ------------
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+ Leverage Rider :ref: `doctest<doc_unit_testing> ` support.
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+ Please follow `RIDER-122019 <https://youtrack.jetbrains.com/issue/RIDER-122019/Godot-doctest-Unit-Tests-Stuck-in-pending >`_.
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+
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+ Profiling
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+ ---------
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+ Please refer to `the profiling instructions <https://github.com/JetBrains/godot-support/wiki/Profiling-Godot-engine-(native-code)-with-dotTrace-or-JetBrains-Rider >`_.
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Please consult the `JetBrains Rider documentation <https://www.jetbrains.com/rider/documentation/ >`_ for any specific information about the JetBrains IDE.
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+ Known issues
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+ ------------
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+ Debugging Windows MinGV build - symbols are not loaded. Reported `RIDER-106816 <https://youtrack.jetbrains.com/issue/RIDER-106816/Upgrade-LLDB-to-actual-version >`_.
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