Debugging C# Plugin

I’m developing an editor plugin in Godot 4 using C#. Dealing with bugs by just using GD.Print has become quite tedious, so I’ve been trying to debug the editor via VS Code with breakpoints. At first, I couldn’t even get the editor to launch. Now that I’ve managed to open it, the breakpoints aren’t hitting. I’ve modified my launch.json countless times, but nothing works. Even AI keeps giving me the same repetitive answers. Has anyone else encountered this issue or knows a fix? Below is an example of the launch.json file I’m using. I’ve modified the variables numerous times, but none of the configurations have worked.

launch.json

{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "Play",
            "type": "coreclr",
            "request": "launch",
            "preLaunchTask": "build",
            "program": "${env:GODOT4}",
            "args": ["--path", "${workspaceFolder}", "--editor"],
            "cwd": "${workspaceFolder}",
            "stopAtEntry": false,
        }
    ]
}

tasks.json

{
    "version": "2.0.0",
    "tasks": [
        {
            "label": "build",
            "command": "dotnet",
            "type": "shell",
            "args": [
                "build",
                "/property:GenerateFullPaths=true",
                "/consoleloggerparameters:NoSummary"
            ],
            "group": {
                "kind": "build",
                "isDefault": true
            },
            "presentation": {
                "reveal": "silent"
            },
            "problemMatcher": "$msCompile"
        }
    ]
}

here is the solution Problem with debugging [Tool]'s with VS code - #5 by MassiveAggressive

I find JetBrain’s Rider IDE a lot better when it comes to debugging and especially checking for garbage collection (which is important with Godot).

VS Code is great for just laying down the code itself, not so great for debugging. YMMV though.