Hello, I’m having an issue with the Godot tools Vscode extension, which I know isn’t an official piece of the Godot engine, but wanted to see if I could get insight regardless.
I’m having an issue where breakpoints set in Vscode, do not translate to the engine, and thus, I cannot use an external editor for debugging.
I’ve noticed that when setting breakpoints, the editor throws this error:
editor/debugger/debug_adapter/debug_adapter_protocol.cpp:800 - Condition "!breakpoint_list.find(breakpoint)" is true. Returning: Array()
It appears the game launches debugging otherwise, but the breakpoints set in the editor are the only ones that actually function.
They SOMETIMES, seem to work, but I can’t figure out the consistent reason why.
Additionally, here’s my launch.json file for reference:
Interesting thing I’ve figured out, when I have the external editor NOT set to vscode, the breakpoints synchronize fine seemingly, but as soon as vscode becomes the default debugger, breakpoints completely stop syncing properly.