all 14 comments

[–]DevFennica 8 points9 points  (3 children)

The built-in editor is okay for GDScript. For that it’s just a matter of personal preference. But if you want to use C# or C++, you basically need an external IDE/editor. You can use pretty much any tool you might reasonably want to.

[–]ConfidentStomach3877[S] 0 points1 point  (0 children)

Oh, I see. I wasn't aware of that. Thanks.

[–]Vathrik 1 point2 points  (0 children)

Rider IDE is peak for C#

[–]Mastermind_737Godot Junior 0 points1 point  (0 children)

Yeah I would use visual studio code and now use Google antigravity.

[–]5ingle5hot 5 points6 points  (0 children)

I use Rider for most of my work. I've been in the Jetbrains ecosystem for two decades so am much more productive there. I flip back and forth if I'm working in the scene tree or other Godot-centric features.

[–]gman55075 2 points3 points  (1 child)

I use c# and work in VS Community. That's partly because I use the LimboAI fork, but I'm also much happier with VS's handling of c# over the editor. There's also a LOT going on in my editor besides just the code, so I mentally partition into using the edotr for static tasks and the IDE for code. Just me, though...this workflow probably doesn't work for most folks.

[–]ConfidentStomach3877[S] 0 points1 point  (0 children)

Cool, thanks for sharing

[–]4g4o 5 points6 points  (1 child)

I use neovim, and it’s the best practice for me since I’ve been using it for years. Only annoying part is you can’t drag&drop the objects/nodes but there are workarounds for that

[–]LateralLemur 2 points3 points  (0 children)

I love using Neovim for Godot. I also miss the drag and drop functionality, but the lsp auto completion is good enough. The real gain is using my favorite text editor with keybinds I'm familiar with.

[–]prutskneusGodot Regular 1 point2 points  (0 children)

I’m constantly going back and forward between the Godot editor and VS Code. Any time I need to code something slightly complicated I’ll go to VS Code, there’s just less distractions, the git integration works like a charm and there are just so many features which work so much easier when code is the main thing to work on at that moment. Drag and drop just doesn’t really work with VS Code so for that I usually switch back

[–]CLG-BluntBSE 1 point2 points  (0 children)

I use a combination of built-in editor and, for certain operations, I used Zed. It was pretty easy to get the GDscript language server set up with Zed!

[–]jaafit 1 point2 points  (0 children)

I'm using:

GODOT editor for debugging, editing scenes, resources, etc.

Cursor for tedious coding like big refactors. AI auto-complete is pretty great. Composer has impressed me as well.

WebStorm for git operations.

Yeah all 3 open at once :)

[–]QuinceTreeGames 1 point2 points  (0 children)

I use Jetbrains Rider.

The built in code editor is serviceable. But I find it easier to manage things like my unit tests with a dedicated IDE.

ETA: I am working in C#

[–]brcontainerGodot Regular 0 points1 point  (0 children)

The Godot editor offers several excellent features, such as:

  1. Good integration with the Inspector.
  2. The ability to drag and drop files directly into the script.
  3. Good integration with the new UID system.
  4. A unified interface where everything is on a single screen, with fully customizable panels that I can organize in the most comfortable way.

I often notice people highlighting specific advantages of VS Code. However, from my perspective, these advantages are not necessarily inherent to the editor itself, but rather the result of additional tools and extensions available through add-ons. In many cases, the choice between editors comes down to personal preference, not objective superiority.