Godot: Difference between revisions
m →Enabling VSCode Editor for Godot-Mono (C#): splitted dotnet specific part, from external editor part |
Export Templates |
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Add either <code>pkgs.godot</code> (GDScript) or <code>pkgs.godot-mono</code> (GDScript + C#) to <code>environment.systemPackages</code>. | Add either <code>pkgs.godot</code> (GDScript) or <code>pkgs.godot-mono</code> (GDScript + C#) to <code>environment.systemPackages</code>. | ||
==== | == Export Templates == | ||
Automatically enable `godot-templates` in your host using: | |||
<code>home.file.".local/share/godot/export_templates/${pkgs.godot_4-export-templates.version}".source = pkgs.godot_4-export-templates;</code> | |||
Whenever Godot application is upgraded, the new template version will be automatically provisioned. | |||
For `godot-mono`, should reference `pkgs.godot-mono_4-export-templates` but package is still pending in nixpkgs. | |||
== Configuring VSCode Editor for Godot-Mono (C#) == | |||
As Godot editor has poor support for C#, VSCode editor is recommended. | As Godot editor has poor support for C#, VSCode editor is recommended. | ||
Revision as of 21:58, 10 April 2025
Godot is an open-source game engine, capable of creating both 2D and 3D games.
Usage in NixOS
Use steam-run
to run a Godot exported project (without having to fix paths for Nix).
Installation
Add either pkgs.godot
(GDScript) or pkgs.godot-mono
(GDScript + C#) to environment.systemPackages
.
Export Templates
Automatically enable `godot-templates` in your host using:
home.file.".local/share/godot/export_templates/${pkgs.godot_4-export-templates.version}".source = pkgs.godot_4-export-templates;
Whenever Godot application is upgraded, the new template version will be automatically provisioned.
For `godot-mono`, should reference `pkgs.godot-mono_4-export-templates` but package is still pending in nixpkgs.
Configuring VSCode Editor for Godot-Mono (C#)
As Godot editor has poor support for C#, VSCode editor is recommended.
Install and configure VSCode as such:
programs.vscode = { enable = true; package = pkgs.codium; profiles.default = { "godotTools.lsp.serverPort" = 6005; # port should match your Godot configuration "dotnetAcquisitionExtension.sharedExistingDotnetPath" = "${pkgs.dotnet-sdk_8}/bin/dotnet"; "dotnetAcquisitionExtension.existingDotnetPath" = [ { "extensionId" = "ms-dotnettools.csharp"; "path" = "${pkgs.dotnet-sdk_8}/bin/dotnet"; } { "extensionId" = "ms-dotnettools.csdevkit"; "path" = "${pkgs.dotnet-sdk_8}/bin/dotnet"; } ]; extensions = with pkgs.vscode-extensions; [ geequlim.godot-tools # For Godot GDScript ms-dotnettools.csdevkit ms-dotnettools.csharp ms-dotnettools.vscode-dotnet-runtime ]; };
Configure Godot's Editor → Editor Settings menu:
- Set Dotnet -> Editor -> External Editor to Visual Studio Code.
Configure Godot 4 for External VSCode Integration
Click Editor [top menu] -> Editor Settings [menu item] -> General [Tab] -> Text Editor [Category] -> External [Sub-Category]:
- Exec Path -> Add the output of
which codium
, on my case would be:/etc/profiles/per-user/REPLACE-USERNAME/bin/codium
- Exec Flags ->
{project} --goto {file}:{line}:{col}
- Use External Editor ->
On