Unconfigurable remote debugger (nvim-dap)

Godot Version

v4.2.1.stable.official [b09f793f5]

Question

I have been trying to setup my workflow with nvim and godot. I did configure LSP server, and requests from nvim-dap seem to reach godot, since I am able to launch main scene and sync breakpoints, but configurations does not change anything in godot’s behavior.

What I am trying to do is to make debug process start in ‘current’ scene, but it always launches the main one. I also cant find any documentation on what parameters can godot debug server receive, so my best strategy so far was to throw random values in random parameters until something breaks.

Below is my configuration file. Aside from required fields, the only field, that does affect godot’s reaction is ‘project’ – if it was set, the engine will not launch anything, unless project.godot in set directory is the same as in project, opened in editor.
I used default configuration from nvim-dap. It is pretty similar to VSCode plugin config, so I looked through that plugins parameters too.

local dap = require("dap")

dap.adapters.godot = {
	type = "server",
	host = "127.0.0.1",
	port = 6006,
}

dap.configurations.gdscript = {
	{
		type = 'godot',
		request = 'launch',
		name = 'Launch scene', 
		address = "127.0.0.1",  -- no effect
		port = 6007, -- no effect
		project = '${workspaceFolder}',  -- has effect
		launch_scene =  false,  -- no effect
		scene = "current",  -- no effect
	}
}
1 Like

I was able to debug by enabling “Debug → Debug with External Editor”
image

local dap = require('dap')

dap.adapters.godot = {
  type = "server",
  host = '127.0.0.1',
  port = 6006,
}

dap.configurations.gdscript = {
  {
    type = "godot",
    request = "launch",
    name = "Launch scene",
    project = "${workspaceFolder}",
  }
}

I guess you’re trying to launch the current scene in nvim, same question for me. I just add scene = "current", but it not work. Have you solved this problem?

No, unfortunately. What I ended up doing is launching main scene as usual to synchronize breakpoints, then launch the scene I want manually from engine’s GUI