KDevelop

KDevelop is a free, open source IDE for all desktop platforms.

Importing the project

  • From the KDevelop’s main screen select Open Project.

../../../_images/kdevelop_newproject.png

KDevelop’s main screen.

  • Navigate to the Godot root folder and select it.

  • On the next screen, choose Custom Build System for the Project Manager.

../../../_images/kdevelop_custombuild.png

  • After the project has been imported, open the project configuration by right-clicking on it in the Projects panel and selecting Open Configuration.. option.

../../../_images/kdevelop_openconfig.png

  • Under Language Support open the Includes/Imports tab and add the following paths:

    1. . // A dot, to indicate the root of the Godot project
    2. core/
    3. core/os/
    4. core/math/
    5. drivers/
    6. platform/<your_platform>/ // Replace <your_platform> with a folder
    7. corresponding to your current platform

../../../_images/kdevelop_addincludes.png

  • Apply the changes.

  • Under Custom Build System add a new build configuration with the following settings:

    Build Directory

    blank

    Enable

    True

    Executable

    scons

    Arguments

    See Introduction to the buildsystem for a full list of arguments.

../../../_images/kdevelop_buildconfig.png

  • Apply the changes and close the configuration window.

Debugging the project

  • Select Run > Configure Launches… from the top menu.

../../../_images/kdevelop_configlaunches.png

  • Click Add to create a new launch configuration.

  • Select Executable option and specify the path to your executable located in the <Godot root directory>/bin folder. The name depends on your build configuration, e.g. godot.linuxbsd.editor.dev.x86_64 for 64-bit LinuxBSD platform with platform=editor and dev_build=yes.

../../../_images/kdevelop_configlaunches2.png

If you run into any issues, ask for help in one of Godot’s community channels.

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© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6.

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