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I was able to put breakpoints and debug the engine code from visual studio using tutorials linked below, so the engine opens from visual studio but as soon as I open any project, I cannot debug anymore from visual studio. Is there a way to debug the C++ modules with breakpoints?
If you don’t specify command line arguments, Godot will launch in Project Manager mode. When you launch a project from there, it closes, which makes the debugger detach.
If you want to debug the editor or a game straight away, you should change the execution directory to be your project’s directory, and add command line arguments, as explained here: Engine core and modules — Godot Engine (stable) documentation in English
(it says “GDB” but it’s the same with Visual Studio, there is a project settings option that lets you specify those arguments).
-e will make Godot run in editor mode. Omitting it will run the game from its main scene.
If the game has no main scene, or if you want to run a particular scene, add its relative path to the command line, like scenes/level1.tscn.
I don’t know if the doc has a section explicitely showing that for Visual Studio, but here is how it looks like in QtCreator for debugging the editor on a project:
Thanks for your answer, now the debugger doesn’t detach as soon as opening project and project opens directly. I could catch the breakpoint on the _bind_methods in my module in C++ but the breakpoints on the methods itself aren’t hit:
The breakpoint in _bind_methods() and the constructor is hit, but not inside the process() or UpdateMotionFromInput(), any idea what is going wrong?
anubha | 2020-03-09 10:37
Maybe they aren’t actually called? (I can’t see your snippet)
Zylann | 2020-03-09 18:47
I just read this thread:reddit thread So I tried running game directly without the editor by removing the -e option and now all breakpoints work
Will just run the game directly bypassing the editor whenever I need to debug then. Thanks.