Tested on NVIDIA RTX 4090, but these instructions also cover AMD and Mac in case you wanna try those.
This guide assumes you are running Linux (I ran this on Ubuntu).
Before you get excited:
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using System.Reflection; | |
using System.Text; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEditor.Experimental; | |
using UnityEngine; |
Ok, this is a quick document to guide you through the setup of a Godot project in Visual Studio Code.
I'll assume you have a working C# environment installed. Note that on Linux, you might need to install Mono for everything to work fine with Godot 3.x.
First off, make sure you have the following extensions installed and active in Visual Studio Code:
/** | |
* Builds a TOC in the spreadsheet. | |
* | |
* Pablo Felip (@pfelipm). | |
* | |
* @param {true} includeId Include sheet ID | |
* @param {true} includeUrl Include link to sheet | |
* @return List of [Sheet name, Sheet ID, Sheet URL] | |
* @customfunction | |
*/ |
# Based on https://github.com/PrakashTrove/AWS-CodeBuild-NetCore/blob/master/buildspec.yml | |
# AWS CodeBuild spec to build an Elastic Beanstalk artifact for AWS CodePipeline to deploy | |
version: 0.2 | |
phases: | |
install: | |
runtime-versions: | |
dotnet: 5.0 | |
#dotnet: latest - Latest resolve to 3.1, check this issue https://github.com/aws/aws-codebuild-docker-images/issues/414 | |
// gist by Roystan (IronWarrior): https://gist.github.com/IronWarrior/005f649e443bf51b656729231d0b8af4 | |
// Video demo: https://twitter.com/DavigoGame/status/1300842800964018178 | |
// | |
// CONTRIBUTIONS: | |
// Mac and Linux support added by Creature Coding: https://creaturecoding.com/ | |
// | |
// PURPOSE: | |
// Unity does not permit a project to be open in two different editor instances. | |
// This can be frustrating when building projects with multiplayer networking, | |
// as it would require you to create a build every time you wish you test your netcode. |
using UnityEngine; | |
using UnityEngine.LowLevel; | |
using UnityEngine.PlayerLoop; | |
public static class AddPlayerLoopCallback | |
{ | |
// Add a callback to the PreUpdate phase | |
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] | |
static void Setup() | |
{ |
using UnityEditor; | |
using UnityEngine.LowLevel; | |
using UnityEngine.UIElements; | |
public class ShowPlayerLoopWindow : EditorWindow | |
{ | |
[MenuItem("Window/Player Loop")] | |
static void ShowWindow() | |
{ | |
var wind = GetWindow<ShowPlayerLoopWindow>(false, "Player Loop"); |
using UnityEngine; | |
public class GizmosExtensions | |
{ | |
private GizmosExtensions() { } | |
/// <summary> | |
/// Draws a wire arc. | |
/// </summary> | |
/// <param name="position"></param> |
#!/bin/bash | |
# | |
# This script creates builds for several platforms for a Unity project. | |
# It assumes this directory hierarchy: | |
# base_dir/ | |
# UnityProjectName/ | |
# dist/ | |
# dist/files/ | |
# |