Update README.md to add instructions for XWayland workaround#995
Conversation
…rop now working in Linux systems with Wayland
…the exec flags instead of having to run through terminal
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I barely know anything about x11 vs wayland issues, is there anything else that this extension should be doing to support these differences? Is anybody having problem launching Godot debug sessions from VSCode on wayland? Are there any flags there that would improve support? I suppose this might be irrelevant if Godot runs properly in both environments? (thanks for entertaining my stupid questions) |
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There's a problem with the plugin in Linux, where the Shift + Drag feature that plainly doesn't work when you're using Wayland as display server. I found a solution that running VS Code as a XWayland fixes this issue. I still need to study more about why this happens because, being honest w you, I have no clue why this happens. I added this information at the bottom of the README a few weeks ago, but you'd have to go manually to your directory on your system through the terminal and run VS Code with the X11 flag. But today I tried modifying the Exec Flags by adding the X11 parameter and it actually worked, a way more convenient form to "fix" the issue. In resume, the problem is not with Godot itself, it's a very specific problem of the plugin in VS Code when running on wayland. I'm just updating the README part about this, because there was already someone that ran into this problem, besides me lol |
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Cool, thanks for sharing your research! |
I discovered recently that you can put the --ozone-platform=x11 snippet in the Exec Flags, and it'll also force to run VS Code through XWayland, without having to run it through the terminal. This facilitates a lot, so the user don't have to manually navigate to the folder of the project and running code with the flag.