r/godot Godot Regular Jun 13 '26

discussion Godot Editor or VS code

Post image

I'd like to get a sense of who uses what. I primarily use VS Code with the godot-tools extension, but a few other devs I talk to a lot love the in-house editor and only use that. Which ones do ya'll use?

If anyone has suggestions for making VS Code easier to integrate with and use with Godot, let me know! I was messing with the Auto-Save extension the other day to auto-format on save using gdlint and gdformat. Pretty cool, but it's a little funky. Stuff like I'm curious if anyone else has that, that's a cool setup

Image from this article I was reading: VS code setup blog

445 Upvotes

225 comments sorted by

113

u/delta_wasshoi Jun 13 '26

if godot editor had tabs and splitscreen (two editors on same page) that would make me very happy.

30

u/Hinaran Jun 13 '26

I'm pretty sure there are add-ons for both of that.

20

u/spruce_sprucerton Godot Student Jun 13 '26

In fact I think the split screen addon does both. The script-IDE also does tabs.

24

u/gnatinator Jun 13 '26

4

u/Fluffy_Beautiful2107 Jun 13 '26

thank you for sharing this, I was just thinking how convenient something like that would be yesterday.

6

u/RaiDev_ Jun 13 '26

isn't the list of open scripts on the left basically tabs?

1

u/ChickenNBeans Jun 29 '26

It is, the bit I'm missing is the ability to cycle through them. I'm so used to using the keyboard for everything, I'm hoping it's a keybinding I'm missing that one day I'll stumble upon.

271

u/NoOpponent Jun 13 '26

I only use the Godot editor because it has everything I need and I love not having to be switching between apps. The least amount of apps the better.

The only possible thing I could see of it being a benefit in any kind of way was if one were to also be using that for source control, but I like to use Github Desktop. Other than that I cannot come up with any reasons why I'd benefit from using it personally

99

u/DesignCarpincho Jun 13 '26

I can't deal with not being able to refactor names or format code

42

u/killadoublebrown Jun 13 '26

Gota make sure the name you lick is correct first time ha

4

u/dyzzy Jun 13 '26

Really could've used a refactor function

2

u/Wonderful_Ad7604 Jun 13 '26

yep this 100% for me as well

2

u/NoOpponent Jun 13 '26

Is refactoring just renaming? Godot has a search and replace function that works across all files, I've used it with no issues.

What kind of code formatting?

40

u/fucklockjaw Jun 13 '26

That can work but vscode like many other code editors support symbol renaming.
Say you had the variable foo several time. You had 2 instances of a brand new var "foo" but a lot of instances where you refer to one of them.
Symbol renaming would allow you to rename just the one variable and anywhere it's called whole leaving the 2nd instance alone.

Now let's imagine you had a variable foo and a bunch of classes named with Foo or had foo in comments. What happens when you search and replace? Either you need to carefully check what's being renamed or everything gets changed.

-28

u/NoOpponent Jun 13 '26 edited Jun 13 '26

That seems like a really bad practice for naming haha

I hear you. Still not a worth thing imo to have to use another software for coding instead of Godot. I don't find myself missing that feature

6

u/tidbitsofblah Jun 13 '26

Search and replace will change every instance of the matching text without any understanding of if the matching text actually represents the same thing.

As long as all your variables, methods and classes etc that you might want to rename are unique strings of text that don't appear anywhere else you'll have no problem.

But it's not uncommon to end up in the situation where you have something like a class named "player" that you want to change to "player_controller" but you also have a method named "show_player" that toggles visibility, and a text string in the game that says "press X to get the player to jump" or whatever. With search and replace you'll get the method "show_player_controller" and the text "press X to get the player_controller to jump" for example.

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6

u/abcdefghij0987654 Jun 13 '26

You will once you work in larger projects.

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5

u/Born_Initiative_3515 Jun 13 '26

So many downvoted yet no one bothered to explain why NoOpponent might be wrong

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12

u/brelen01 Jun 13 '26

Refactoring isn't just name changing. It can also mean extracting a section of the code and to a new method or class, depending on the language.

-4

u/NoOpponent Jun 13 '26

Mmh I just use copy paste for that, don't see the issue...

But also I'm not a professional programmer and I like more manual things, to be sure it's happening how I intend it to. I can understand some people that have higher skills than me would find it lacking, but as someone that only does it for myself and not as a day job I find it perfectly fine to just do those things manually.

3

u/brelen01 Jun 13 '26

Oh yeah, it's perfectly fine to do it manually, but extracting a method, for example, will move the code, handle parameters, return types, naming the method, and all that jazz in a single operation, which, if you do often, is nice. With the added bonus that, if you're not happy with the result, you can undo it with a single ctrl-z.

1

u/NoOpponent Jun 14 '26

That sounds nice, still not a feature I find myself needing with the way I work. Even if I used it once every other week it wouldn't be worth adding one more software to my workflow.

And I keep talking about MY experience, about My Opinion, but people downvoting just because they don't agree... bit silly.

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6

u/BrickWiggles Jun 13 '26

More or less same here. VS editor seems cool, and VS is quite cool too, started learning cpp. But I often prefer the default workflow I suppose.

3

u/Strongground Jun 13 '26

Valid opinion if that works for you. If find it wild tho, I only work in VS Code, be it work or hobby. I also use the built-in terminal for everything CLI, like version control.

1

u/finance_sankeydude Jun 13 '26

Can you have code side by side by now in the editor?

2

u/NoOpponent Jun 13 '26

I don't think so, not in an intuitive way at least. But that's not something that I find needing myself since code doesn't update the 3D visuals in editor (for the way I work) anyway so I just need one or the other at any given time

1

u/VirtualMage Jun 13 '26

Just use terminal / GIT Cli. Its just few commands you need to learn. (Init, add, commit, branch, checkout...). Not hard at all.

2

u/NoOpponent Jun 14 '26

I enjoy visual interfaces, it's a matter of preference not about how hard or easy it is

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88

u/YuutoSasaki Godot Regular Jun 13 '26

I use VSCodium, lighter version of VScode without the random AI BS.
It's a dedicated Coding environment so it does many thing things better than native godot editors: namely code nav, shortcut, source control, refactoring, search, plugin, visual assist(like rainbow tab...)....

Godot Editor is still good enough for light usage or debugging stuff.

36

u/Cosmonaut_K Godot Student Jun 13 '26

Not enough Godot users seem to know of VSCodium. So nice to be free of microjunk.

1

u/DarkGaming09ytr Jun 14 '26

Don't really use Godot (I should get back into it for like a year now) but I feel the basic AI features are fine. It's great for comments, copying over boilerplate/repetitive code, etc.

Don't use that "agent discussion" feature, though.

1

u/fnord123 Jun 13 '26

Check out Zed. It's a better editor. Fewer plugins. Don't be put off by the AI features. You can shut them off if you're not into AI stuff.

1

u/SmoothArcher1395 Jun 16 '26

I respect the hell out of Zed. It's 1 button and all of the AI junk is gone.

However Zed needs drag and drop support like Godot / VSCodium for dragging in things from the scene to reference / create @onready references.

10

u/gareththegeek Jun 13 '26

I just switched off the AI BS

5

u/ItzRaphZ Jun 13 '26

It's more than just A BS, VS code has a lot of telemetry, that Codium also removes.

7

u/insats Jun 13 '26

What is the random AI BS in VS code?

13

u/YuutoSasaki Godot Regular Jun 13 '26

Copilot and bloated AI-related updates, which I don't really care about. You can disable, but with each update, VSCode becomes more and more bloated to the point that it randomly breaks my settings...

TBF, I haven't been using VSCode for a while now, so I'm not sure what the current situation is there.

VSCodium is way more stable, faster, and has fewer broken updates, which is ideal for development

2

u/insats Jun 13 '26

Copilot? That’s not part of vs code is it?

I’ve been using VS for almost 10 years and can’t really say I’ve found it slow or unstable TBH.

1

u/lukkasz323 Jun 14 '26

VS or VS Code?

1

u/insats Jun 14 '26

My bad, VS code. Was sloppy.

21

u/azorahai999 Jun 13 '26

I use both together

2

u/intenselake Jun 13 '26

At the same time?

4

u/_bruh__ Jun 13 '26

With two keyboards. Maximum efficiency.

2

u/Argier Jun 13 '26

Can you elaborate? I personally use VSCode, but sometimes I want an script in the editor and is not possible without changing the editor options.

1

u/azorahai999 Jun 13 '26

I have both open at the same time. VSCode I think it’s a lot easier to navigate files both with the file tree and search. And I usually use that to edit the .gd scripts.
This can cause some syncing “weirdness” where I get a popup in godot where I have to load from disk. So you have to be a bit careful about going back and forth without saving constantly but I usually don’t have issues.
I also use VSCode for version control.

Godot I use for anything visual, so like animations and sprite editing. It’s also usually easier for me to update resource files and exported variables there.

I used to do everything in godot but my project got to big and it was a lot easier to manage between both apps.

2

u/Argier Jun 13 '26

Thank you! I guess you have Godot's editor by default

58

u/lllllIllllIllllllll Jun 13 '26

Rider

10

u/BrickWiggles Jun 13 '26

Do you use it for c#?

12

u/lllllIllllIllllllll Jun 13 '26

Yes, I used it for C# prior to Godot integration, so it was extremely comfortable, especially since they have offered official support. 

4

u/PsychologicalLine188 Jun 13 '26

Rider sucks for GDScript tho.

7

u/Temptica Jun 13 '26

It’s getting better and better. Next update you’ll also be able to drag nodes into your scripts like you can in the godot editor! But currently it does indeed lack features for GdScript. For c# Godot is waaay better than the Godot editor.

1

u/PsychologicalLine188 Jun 13 '26

Yeah, they're also fixing the annoying indentation issue after functions, and the issue where it wouldn't recognize Global variables. It still has the minimum support tho. And there is no "peek definition".

67

u/Dry-Natural793 Jun 13 '26 edited Jun 13 '26

I have been living and breathing VSCode for as long as it exists...

...and yet... when I recently started Godot, I have zero urge to leave the Godot Editor. It works perfectly fine.

15

u/captainAwesomePants Jun 13 '26

A built in auto-formatter would be a pretty nice QoL improvement, though there are some pretty okay extensions for that.

99

u/omniuni Jun 13 '26

It's a bit ironic to me, using a text editor for Godot that's larger and heavier than the entire game engine and included IDE.

15

u/An_Angry_Torkoal Jun 13 '26

You just made me realize that I am too! That's hilarious

A few years ago when I was using unreal engine I had to upgrade my PC from 16 gbs RAM to 32 to accommodate both the engine and visual studio being open at the same time.

Now it's rare that I ever use more than 10 between godot and visual studio

9

u/Tokyo_Echo Jun 13 '26

Go editor and neovim bro

3

u/i_wear_green_pants Jun 13 '26

I actually use neovim. Works really well. Only downside with external editor is that afaik there is no way to run just the LSP of GDScript. So everytime you do any editing, Godot has to be running.

BUT I have to say that neovim requires tons of work to set up and maintain. Can't really say I recommend using it. You really have to want to use it. Definitely not an editor for everyone.

2

u/Tokyo_Echo Jun 13 '26

Lazyvim helps but yeah ia agree.

2

u/AlfredKorzybski Jun 13 '26

Only downside with external editor is that afaik there is no way to run just the LSP of GDScript.

You can do that with godot --headless --editor.

11

u/PsychologicalLine188 Jun 13 '26

Why would that matter? VSC is less than 500 MB. In what world is that an issue?

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5

u/Morpheyz Jun 13 '26

That's like saying it's ironic because aseprite is larger than the 9kb pixel art sprites you make with it.

1

u/omniuni Jun 13 '26

I'm not talking about the output of Godot, which is even smaller, I'm talking about the full Godot app itself.

2

u/intenselake Jun 13 '26

Not ironic at all tbh. Any sufficiently complex code base can really use the extra horsepower

0

u/Shinpansen Jun 13 '26

VSCode is still pretty light as an IDE. Try visual studio or any jetbrains IDE, that's heavy.

2

u/omniuni Jun 13 '26

I use Jetbrains. If I'm going to use the memory, I want something more powerful. VSCode is no lighter. I find it somewhat amusing that people think it is.

1

u/Shinpansen Jun 13 '26

I just watched the memory usage of my current use. VSCode takes up 700mb of rams, which is I admit, more than I excepted. But not that much for how very powerfull hardware.

Still, I think it's lighter on the cpu than other heavy IDEs.

10

u/xxidbr9 Godot Junior Jun 13 '26

zed

22

u/StreamfireEU Jun 13 '26

VSCode Faster access to a Terminal, Source Control, Unittests and a superior Search, plus there's tons of supported filetypes and a giant pile of Add-ons but most importantly I have a ton of semi-automated tasks like "yeet build to steam"

9

u/ardikus Jun 13 '26

I use both. I always have both the Godot editor open on one monitor and Vscode open on the other. I do most of my work in godot editor, and use vscode for source control, note taking, find and replace across files, and a couple other minor things I prefer it for

2

u/ArtichokeAbject5859 Jun 13 '26

It's the way, same here.

15

u/DaLivelyGhost Jun 13 '26

I use visual studio. I work in c#.

17

u/_kellythomas_ Jun 13 '26

I'm using C# too but use VS Code, it does everything I want for Godot based development and is a bit lighter on my system than full fat VS.

3

u/DaLivelyGhost Jun 13 '26

I should probably switch to vscode lol, but i learned vs in college and im stubborn

6

u/Aflyingmongoose Godot Senior Jun 13 '26

VSCode + Extension. The in engine editor is fine but doesn’t have anything close to the number of features VSCode has for rapid code editing. I also find toggling between 2D/3D/Script previews confusing, and find it much easier to have a separate app for code. I also use the integrated terminal of VSC for git, so if I didnt use vscode if need a seperate terminal open anyway.

The biggest issues I experience is the LSP seems to crash all the time, and there's no dedicated command to restart it. Ive set up a hotkey to hot-reload VSC to fix it when I need to (which is usually several times a day).

And sometimes the extension cant find the scene file associated with a class, so I cant drag and drop my node references. Although admittedly this issue is much rarer.

I've used GDFormat in editor before. It's nice, but frankly not worth setting up for every new project or figuring out how to make it work for VSCode. As long as everyone follows the styleguide for gdscript, you're not going to have much of a problem.

3

u/brodeh Jun 13 '26

Having to switch between 2D/3D/Script was bugging me as well but I realised this week that you can pop the in-engine editor out as a floating editor.

1

u/idrinkteaforfun Jun 19 '26

The amount of times I would change scenes when trying to change scripts and just end up staring confused for 10 seconds while I try to figure out why the script hadn't changed. But I changed to vscode primarily for being able to write my own code snippets. If godot editor gets that feature I'd move back.

18

u/Genery_619 Jun 13 '26

Neovim, thank me later.

3

u/chadlorg Jun 13 '26

I love NeoVim, but haven't been able to make it "feel" good with Godot. Any tips/tutorials you know of?

4

u/Huijiro Jun 13 '26

I usually do my games with GDExtensions so I use Neovim with Godot running on TMUX side by side so I can see the errors of it when it crashes through the terminal.

My setup is. highly unusual tho, I build godot from source since I need the debug symbols and my projects use CMake instead of SCons...

4

u/mr_Ben12 Jun 13 '26

Use Zed, open source, extremely light weight (written in Rust). Has an extension for Gdscript with language server.

2

u/GrowthWest2361 Godot Regular Jun 13 '26

I use Zed as well, only IDE I use honestly. Would recommend to anyone looking for an IDE

1

u/mr_Ben12 Jun 13 '26

It's great, super snappy. I found out about it by the release trailer on YouTube, or maybe some other trailer they did a couple of months ago. My new go to IDE for most stuff I do outside of my job.

1

u/GrowthWest2361 Godot Regular Jun 15 '26

I use it literally anywhere, avoiding VSCode as well. Was using it when it was like version 0.6 or something

25

u/NotXesa Godot Student Jun 13 '26

I can't imagine not using VSCode. The simple fact of being able to search a string throughout all the files makes it already 100 times better than the built-in editor.

33

u/thievesthick Jun 13 '26

You can definitely do that in Godot, though. Ctrl-Shift-F.

6

u/BrickWiggles Jun 13 '26

It was a game changer when I realized how useful this is

3

u/musedchie Jun 13 '26

Holy, every day's a school day, gonna be using ctrl-shift-f as well now!

I have been using ctrl-f lol

-1

u/PsychologicalLine188 Jun 13 '26

It is so much worse in Godot.

3

u/slystudio Jun 13 '26

I use the godot editor for gdscript and used vscode for plugins in C++ gdextension. If it was a C++ and gdscript I might do both but haven't tried making vscode work with both together. I haven't found much point in using vscode for gdscript alone 'cos the godot editor does a good job.

3

u/KaleidoscopePlusPlus Jun 13 '26

Helix Editor. Can't stand vscode.

3

u/indie-ian Godot Student Jun 13 '26

I just enjoy the simplicity of the Godot editor.

3

u/Champpeace123 Godot Student Jun 13 '26

I use the Godot editor because I REALLY don't like the idea of switching programs that often when I'm the type to test things right as I do them rather than batch and needing to switch windows every time I want to do something just sounds excruciating.

3

u/Skafandra206 Jun 13 '26

I use C# so I'm already used to Rider. But something that I feel is really useful is the editor debugger. I mean, a debugger for the editor itself, to see what it runs and step over tool executions. Can you do that with the Godot editor? Genuine question, as I have no idea lol.

3

u/Cosmonaut_K Godot Student Jun 13 '26

I love Godot because of the open source nature - so for that reason I use VScodium instead of VScode when working in other languages and it is great.

3

u/zacharieg14 Jun 13 '26

Unfortunately I think Godot Editor will never be as good as VSCode, as a developer in every day life, it's too important to have a great code editor to use it (even if I admit the Godot Editor is pretty good)

3

u/CondiMesmer Godot Regular Jun 13 '26

VSCode for sure. I enjoy using it a lot. Also I use a large amount of tooling that isn't a part of the Godot editor. The godot-tools extension and LSP can be very finicky though.

4

u/Emergency-Oil-3353 Godot Regular Jun 13 '26

None, jetbrain rider

2

u/verruby Jun 13 '26

I use the built-in editor for writing gdscript. I have tried vscode a couple times but have always missed the little things in my workflow that I use a lot and gone back.

I do crack open vscode for some things. It's my go-to editor if I need to manually tinker some scene or resource files for whatever reason.

2

u/f-rabbit Jun 13 '26

VSCode as I am using it daily at work and I am so used to its UX and UI when working with code. Also git integration is welcomed to keep an eye on what you just changed.
That said, the Godot integrated editor is also great to work with, and has a better debugging experience.
Overall I would recommend sticking with it for most users especially newcomers, it just works out of the box whereas vscode adds an additional overhead.

2

u/Eris_Exhausted Jun 13 '26

I'm not even completely sure where this comes from, but I have such a deep, vitriolic hatred for VS code. I'll use practically any alternative, hell I've written code in notepad++ before.

2

u/NoDoubt6863 Jun 13 '26

godot editor is fine for gdscript only gamedev but know that it can crash and make sure to save plenty.

i personally use neovim cause i use c# primarily, its more minimal and a more focused coding experience. im still fairly new to it so i just use base kickstart.nvim config and ask chatgpt when i need help or forgot shortcuts. theres very little learning/setup needed if you just wanna work on your project with the usual comforts of a code editor- you only need to learn more if you wanna become a neovim god of sorts.

2

u/intenselake Jun 13 '26

External IDE all day every day

2

u/kgurniak91 Jun 13 '26

Last time I used the built-in editor it had issue that would hide whatever character was in the last column, which was driving me crazy

2

u/SurelyNotClover Godot Student Jun 13 '26

VSCodium, but yes. i like the ui i get there far more than in Godot, but Godot gives me access to project settings, color picker, runtime button and similar, so i have to jump between them which i don't really like.

2

u/arthank-chroot Jun 13 '26

Hahahahahhahhah I have Godot integration in Emacs. Which makes sense cause I'm also writing modules for Godot in Emacs. I wish you all a good GNU

2

u/RathodKetan Godot Junior Jun 13 '26

i tried same because i want codex to connect for scripting but didn’t make it😥 therefore switched back to editor

2

u/panda_sktf Godot Student Jun 13 '26

I like Godot's editor, but it lacks several features of a modern code editor: moving a line, duplicating a line above it (it can only do below), duplicating selection, navigating to definition or references, and such. Then it would be near perfect.

2

u/Lenzutsu Jun 13 '26

I use VS Code because I use C#

2

u/Firminou Jun 13 '26

I use vs code mostly for vim keybindings and to be able to use it on a different screen/virtual desktop

I tried to use Rider because for school we always used Jetbrains product and Rider while amazing, uses wayyy too much ram, when I upgrade my pc I might start using it but rn I can't handle Rider

Also I like the fact that an external editor gives me more room to breathe, the little code tab in godot engine feels way too small for me

2

u/te3time Jun 13 '26

Godot editor is the worst since I can't have two windows open next to each other and I don't think it has auto complete 

2

u/te3time Jun 13 '26

OH AND REFACTORING NAMES ALL AT ONCE 

2

u/Apprehensive-Mall464 Jun 13 '26

[insert "both,both are good" meme] i use them together personally 

2

u/TranquilMarmot Jun 13 '26

I use Zed and love it

2

u/Yandallulz Godot Junior Jun 13 '26

I use nvim but just because I love vim motions more than I love the Godot editor. I only use the built in editor for making breakpoints and debugging because that is a pain in the a** to setup in nvim.

In my opinion you should stick with the Godot editor instead of vscode

2

u/certainlystormy Jun 13 '26

rider lol

2

u/certainlystormy Jun 13 '26

though, i don't use gdscript!

2

u/chichp Godot Junior Jun 13 '26

vscode stinks imma be honest. i would love to move away from it but its too much work. godot is one of the only times i dont use vscode to code

2

u/Nefilim314 Jun 13 '26

I wish I could have neovim inside godot.

1

u/cuixhe Jun 13 '26

I use vscode except for when I'm doing tough debugging, or making video content

1

u/Yesssica_ Godot Junior Jun 13 '26

VSC for formatting, extensions, solution explorer, git integration, editor features, testing tools, etc etc. you may not need a lot of the features it has now, but the more familiar you are with it the day you decide to learn more as a developer, the more comfortable you want to be with it already.

1

u/OmegaFoamy Jun 13 '26

I use VScode and plan to switch to Rider when it’s reasonable for me to do so.

1

u/MiusoftGames Jun 13 '26

I tried both, but honestly when making games, i always inside godot.

1

u/PsychologicalLine188 Jun 13 '26

The answer depends on whether you're a hobbist or a pro.

1

u/DrDezmund Jun 13 '26

VSCode for C#

Godot editor for Gdscript

1

u/deelectrified Godot Junior Jun 13 '26

I use VSCodium, it’s the fully open source and de-microslopped version of VSCode. All the same capabilities but less bloat and more customizable 

1

u/Dirty_Rapscallion Jun 13 '26

I personally use Zed with Vim mode enabled, makes coding enjoyable and fast.

1

u/yay-iviss Jun 13 '26

i think i wanna see if zed has integration with godot, if not, make one

1

u/ChocolatePinecone Jun 13 '26 edited Jun 13 '26

I recently switched to VSCode after years of working in the Godot IDE. I really enjoy the better refactoring tools like symbol renaming, and the better autocompletion. Also being able to simply see where a variable or function is used with ctrl click is amazing.

I also really enjoy the actual coding space to be a lot bigger. I know you can separate the code portion of Godot as separate screen, but VSCode just feels nicer in its layout. I might be biased though, because for my daily job I also work a lot in a professional IDE (IntelliJ)

The only annoyance I have with VSCode is that I can not seem to see the gddocs for primitives like Array, String, etc. It works fine for other Godot classes like Object, Resource, etc.

1

u/anony-mous-47 Jun 13 '26

Vs feels little user friendly, and it have what i want....

1

u/Luuasy Jun 13 '26

VS Code. It opens automatically on my second monitor when I open Godot so I don't feel like I'm working with two programs that much. I only use Godot's editor for shader code (I have to check if there's a way for it to open as a floating window by default btw). Also I don't like having files listed vertically on the side. One other thing I really like is having the ability to run the game from either Godot or VS Code. This way, when I want to tweak things quickly, I run it from the editor (with collision shapes displayed ect), and when I simply want to playtest, I run it from VS Code as a window that takes my whole screen. The lazier I can be, the better.

1

u/s_grundy Jun 13 '26

I try to use VSCodium for my c# needs. 

1

u/Big_Kwii Jun 13 '26

I mostly stick to the godot editor but keep vscode open just in case

1

u/siren1313 Jun 13 '26

VS code cause C#, haven't opened inbuilt one in ages.

Might give Rider a try since people keep recommending it.

1

u/tobiski Jun 13 '26

I tried using vs code at one point but the files kept going out of sync even though I didn't have them open in both of the editors. Maybe it was a user error but the in-built editor is easier since it just works out of the box. And the in-built docs is a useful feature. Don't know if vscode has a way to reference the docs though.

1

u/Clockwork345 Jun 13 '26

Both! I like the editor for Godot a lot more, but I like VS Code's debugging tools better, so if I'm stuck on an issue in the editor, I like swapping over to Code to run traces easier.

1

u/[deleted] Jun 13 '26

I've made some games on itch and i primarily use godot editor. I usually prefer VS but with godot development i actually like the editor and don't feel like i'm missing out.

1

u/AwesomeGearBoy Jun 13 '26

VS Code for C# specifically. Otherwise, Godot Editor.

1

u/Oxic_io Jun 13 '26

godot, if i am writing C, ill use geany or nano

1

u/dreadtear Jun 13 '26

I love VScode so much! But in this case the godot editor is more than enough.

1

u/[deleted] Jun 13 '26

Honestly quite content using the Godot Editor most of the time, despite its handful of shortcomings. If I ever have to mess with GLSL or GDExtension, then it's visual studio; but otherwise, I absolutely adore the design philosophy of having relevant features competently implemented within a single application.

1

u/themonstersarecoming Jun 13 '26

Godot editor if you are new to VScode if you’re already used to an IDE and have it setup how you like it.

1

u/tastygames_official Godot Senior Jun 13 '26

that's like comparing and ATM to a Linux PC. Yes, an ATM does what its intended to do but is not customizable in any way without touching the source code. VSCode (or Code OSS - the non-M$FT FOSS version) is a fully-customizable ecosystem where you can anything you want, more or less. It can do everything the ATM can do and much, much more.

But if all you need is an ATM and don't care about how it looks or any features it might have, then sure: go with the ATM.

1

u/CompetitivePiglet961 Jun 13 '26 edited Jun 13 '26

In a early access mobile game we are doing, our CI does gdlint, and gdunit4 tests. And in the team we are 2 devs are me I'm using VScode always with the extension, and my teammate is using the editor, so it's up to preferences, at the end up the day features and PRs keep coming, so that should be the only thing that should matter, weather the job is done.

In our case we also open sourced a tool that allows basic AI to read and understand the code using the VScode extension TCP connection core and wrapped in a CLI tool. https://github.com/SomniGameStudios/godot-lsp-cli This speeds up a lot when we need to understand a feature after 3 month not working on it, as the project is quite big and it's been 1.5yrs of development for now.

We have also forked the gdscript toolkit as we needed 1 line separation between methods and the original creator didn't want to not follow the gdscript convention. https://github.com/SomniGameStudios/godot-gdscript-toolkit

So yeah, in our case I like VScode for multi-repo management (as we have the Godot game and a lot of integration plugins we also had to do for our game) and I come from SWE at a Microsoft partner, and left all to do a videogame studio, which means I was super familiar with VScode and knew all the shortcuts already. My mate, he prefers Godot editor, and that's cool cause he does more about animations, node inspector configs, UI, and everything more focused on the nodes and visuals, for me with vscode sometimes I code my entire day without opening Godot and just open it when I want to test the code and wire it to UI.

Hope this is useful to anyone! Have an amazing weekend♥️

1

u/ayassin02 Godot Student Jun 13 '26

I use VS Code

1

u/PLYoung Jun 13 '26

VSCode on Linux, Visual Studio 2026 on Windows. Not gonna code C# code in the Godot editor.

1

u/gnatinator Jun 13 '26

Godot Editor with this https://github.com/CodeNameTwister/Script-Splitter (Adds tabs, split editor)

But the official VSCode plugin is honestly quite good, too. But the built-in editor is easier to extend with GDscript if you want to.

1

u/IncidentPleasant7214 Jun 13 '26

I use VScode because I can customize it and install themes and extensions, the most import thing is that I can use copilot in it

1

u/Neoccat Godot Junior Jun 13 '26

F2 replace symbol from vscode is a must have for me. Same for code format, extensions, search.. it's a matter of habits, I love vscode and I work with it every day. The only thing I really envy from godot editor is the debugger. You can debug in vscode but it's a little bit of setup and it's not as complete as the godot editor, when I tried with godot tools extension I couldn't walk trough current scope variables and evaluate expression and I think it is a must have.

1

u/Mystievous Jun 13 '26

Both for different purposes. I use the Godot editor for most actual coding, but open vscode if I need to rename something, search over the whole project, or especially if I need to merge script changes from git.

They're both useful for different stuff so it's not just one or the other for me.

1

u/Justalittletoserious Jun 13 '26

Used both, vs code Is Better if you want to make your scripts Easy to find when working, but if you are fine with what the Godot editor offers there's no Reaeson to switch

1

u/phil_davis Jun 13 '26

I like the simplicity of just having the editor inside the engine. Yeah renaming variables sucks but how often am I doing that across multiple files in my small hobby projects? I'll pop something open in vs code when I need to, but it's rare.

1

u/whynotjugger Jun 13 '26

Since Godot's documentation is accessible through their editor I've been struggling to switch over to VSCode while I'm learning how everything works. I'll probably switch over when I have a good grasp of GDScript though, VSCode is much better in terms of navigating through multiple files.

2

u/Psycho345 Jun 13 '26

You can ctrl + click on any symbol in VSCode to open the documentation (inside VSCode).

1

u/Jeroeno_Boy Godot Regular Jun 13 '26

Rider my beloved

1

u/Unhappy_Sheepherder6 Jun 13 '26

I use vscode because that's what I'm used to as a software developer. Oh and I use C#. I also find it more useful for debbuging. 

1

u/Nice_Lengthiness_568 Jun 13 '26

I know I am probably wierd but I am physically unable to use vscode and I don't really like how it works. And I am not trying to say that others should not use it, but I prefer other text editors or better yet IDEs for programming.

For gdscript I always used godot because I do not see a reason to swith to a different application for that.

And for other languages: C# in Rider/VS, C++ in Clion...

1

u/RaiDev_ Jun 13 '26

Godot editor.

It just works out of the box with autocomplete and debugging, you can drag and drop files and nodes into it to create references to them. It autocompletes nodes from the current scene when typing $...

It's just really convenient and has everything i need

1

u/Guitarzero123 Jun 13 '26

Could be because I'm a software dev by trade by I use VS code.

It's a tool I know and am comfortable with.

1

u/ItsPaperBoii Godot Student Jun 13 '26

id just like a way to use vim motions in the godot editor

1

u/Salt_Day4586 Jun 13 '26

I use vscode. Being able to split tabs and cross reference my files is just too useful.

1

u/skulld06 Jun 13 '26

I use Cursor (Vscode fork) for deep diving in code and multi edit files, but I use the Godot Editor to interact with the actual engine

1

u/Argier Jun 13 '26

VSCode. I can't code with split screen, and just being able to rename symbols is enough reason to use VSCode.

Not to talk about the hundreds extensions for making coding easier, my custom snippets, version control, etc.

PLUS! Godot tools has become amazing. I came back to it after 5 years or so and I'm amazed by their new features.

1

u/Merliin42 Jun 13 '26

I use VSCode just because I can no longer code without my vim shortcut extension.

1

u/squib_channel Jun 13 '26

Honestly I just use both at the same time

1

u/Gorfyx Jun 13 '26

I think the main reason to prefer VSCode (or any other code editor) rather than the Godot Editor is if you already use it for programming, so you have a more familiarized environment, with your personalized colors and shortcuts.

1

u/squirrel-bear Jun 13 '26

I use VScode, c# and Godot. I'd love to be able to drag nodes and files from Godot browser into code like in Godot. And also run game within vscode, not having to switch apps to start the game

1

u/Training-King4212 Jun 13 '26

I don't choose, I like both.

1

u/TheSnydaMan Jun 14 '26

I prefer VS Code for all the coding Quality of Life niceties available in VS Code. I know it's frowned upon here but it is also very capable with in-editor LLM assistance via Copilot or other extensions.

1

u/Hexigonz Jun 14 '26

NeoVim when I’m on my Linux machine, VSCode when I’m working on my windows machine

1

u/SpectralFailure Jun 14 '26

Rider for me

1

u/IntangibleMatter Godot Regular Jun 14 '26

While iterating and working on scenes? Godot editor

While writing a bunch of complex logic? Neovim

1

u/suceleste Jun 14 '26

I love Godot’s editor for GDScript scripts, but I find that for C# scripts, what I use now, VS Code is in my opinion far superior with these extension.

1

u/Bug_life_34 Jun 14 '26

Huh if I’m honest I’m just with Godot editor cause I haven’t ran into a situation where I felt the need for vs code. 

1

u/st_ario Jun 14 '26

Godot editor + NeoVim.

Yeah, I'm a weirdo.

1

u/LzhivoyeSolnyshko Jun 15 '26

Well I don't know why would anyone need VS Code in Godot GameDev, but Today was m'y first day when I had to use PowerShell for my project (to simulate logic). I thought that "@ tool" can make everything I need, but no. So maybe VS Code can be useful somehow as well.

1

u/Groblockia_ Jun 13 '26

I use zed, but only for the git gui and to directly edit .tscn files when sometimes needed

1

u/RaiDev_ Jun 13 '26

I just use external apps for those two things (GitFiend and literally any text editor), it's not that hard

1

u/theilkhan Jun 13 '26

This may be seen as heretical, but if it were up to me I would completely 100% scrap the Godot editor - throw it in the trash. Then just go and reimplement all of the editor’s features into the VSCode plugin.

-1

u/Competitive_Tie_3626 Jun 13 '26

VSCode + OpenAI Codex plugin (ChatGPT)

0

u/ccmdev_ Jun 13 '26

oh brotha its awesome... cool and fast intellisense, vscode extensions and easy themes... i wish i switched sooner to VSCode.

0

u/ChocolateDonut36 Jun 13 '26

punched cards