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- .. _doc_configuring_an_ide_vs:
- Visual Studio
- =============
- `Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
- by `Microsoft <https://microsoft.com>`_ that's free for individual use or non-commercial use within organizations.
- It has many useful features, such as memory view, performance view, source
- control and more.
- Importing the project
- ---------------------
- Visual Studio requires a solution file to work on a project. While Godot does not come
- with the solution file, it can be generated using SCons.
- - Navigate to the Godot root folder and open a Command Prompt or PowerShell window.
- - | Run ``scons platform=windows vsproj=yes dev_build=yes`` to generate the solution with debug symbols.
- | The ``vsproj`` parameter signals that you want Visual Studio solution generated.
- | The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
- - You can now open the project by double-clicking on the ``godot.sln`` in the project root
- or by using the **Open a project or solution** option inside of the Visual Studio.
- - Use the **Build** top menu to build the project.
- .. warning:: Visual Studio must be configured with the C++ package. It can be selected
- in the installer:
- .. figure:: img/vs_1_install_cpp_package.png
- :align: center
- Debugging the project
- ---------------------
- Visual Studio features a powerful debugger. This allows the user to examine Godot's
- source code, stop at specific points in the code, inspect the current execution context,
- and make live changes to the codebase.
- You can launch the project with the debugger attached using the **Debug > Start Debugging**
- option from the top menu. However, unless you want to debug the Project Manager specifically,
- you'd need to configure debugging options first. This is due to the fact that when the Godot
- Project Manager opens a project, the initial process is terminated and the debugger gets detached.
- - To configure the launch options to use with the debugger use **Project > Properties**
- from the top menu:
- .. figure:: img/vs_2_project_properties.png
- :align: center
- - Open the **Debugging** section and under **Command Arguments** add two new arguments:
- the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
- tells the executable to open the specified project (must be provided as an *absolute* path
- to the project root, not the ``project.godot`` file; if the path contains spaces be sure to pass it inside double quotation marks).
- .. figure:: img/vs_3_debug_command_line.webp
- :align: center
- To learn more about command line arguments, refer to the
- :ref:`command line tutorial <doc_command_line_tutorial>`.
- Even if you start the project without a debugger attached it can still be connected to the running
- process using **Debug > Attach to Process...** menu.
- To check that everything is working, put a breakpoint in ``main.cpp`` and press :kbd:`F5` to
- start debugging.
- .. figure:: img/vs_4_debugging_main.png
- :align: center
- If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
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