It would be very welcome to have support for live editing (and one-click deploy, remote filesystem, …) when two PCs are on the same Ethernet or Wi-Fi network. This way, you could develop the game on one PC, and test it on another PC.
Just run godot with -rdebug
On Jun 8, 2016 12:34, "Hugo Locurcio" [email protected] wrote:
It would be very welcome to have support for live editing (and one-click
deploy, remote filesystem, …) when two PCs are on the same Ethernet or
Wi-Fi network. This way, you could develop the game on one PC, and test it
on another PC.—
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While running Godot with -rdebug ip:port option does work, currently there's no way to make the editor listen for debug connections. So I propose to add a button to make the editor debugger start listening to a connection, otherwise it's impossible to use this feature.
Update: This issue is still relevant as of https://github.com/godotengine/godot/commit/a1f835df771464e9db6909fd104751ccbbc1b91a.
Junior job pending since atleast more than year. Anyone interested?
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
The main (godotengine/godot) tracker is now solely dedicated to bug reports and Pull Requests, enabling contributors to have a better focus on bug fixing work. Therefore, we are now closing all older feature proposals on the main issue tracker.
If you are interested in this feature proposal, please open a new proposal on the GIP tracker following the given issue template (after checking that it doesn't exist already). Be sure to reference this closed issue if it includes any relevant discussion (which you are also encouraged to summarize in the new proposal). Thanks in advance!
Most helpful comment
While running Godot with
-rdebug ip:portoption does work, currently there's no way to make the editor listen for debug connections. So I propose to add a button to make the editor debugger start listening to a connection, otherwise it's impossible to use this feature.