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"NavigationAgent" is falsely recognized as simple "Node" in Godot 3.5 when debugging in VSC #64753

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sebastianrueckerai opened this issue Aug 22, 2022 · 2 comments

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@sebastianrueckerai
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sebastianrueckerai commented Aug 22, 2022

Godot version

Godot Engine v3.5.stable.mono.official.991bb6ac7

System information

Windows 10 NVIDIA GeForce RTX 2080 Ti

Issue description

When trying to use the backported new Navigation feature in Godot 3.5 I encountered a bug when debugging in VSC.
Everything works fine when just running the project. When debugging however, the NavigationAgent Node seems to be recognized as a normal Node type. Hence functions like set_target_location are not found.

Steps to reproduce

  1. Download minimal example: https://github.com/sebastianrueckerai/godot-nav-debug-bug
  2. Open with Godot 3.5 (tested with Mono Version)
  3. Debug from Visual Studio Code

Used VSC config:
{ // Use IntelliSense to learn about possible attributes. // Hover to view descriptions of existing attributes. // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 "version": "0.2.0", "configurations": [ { "name": "GDScript Godot", "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, "address": "127.0.0.1", "launch_game_instance": true, "launch_scene": false } ] }

  1. Get error: Invalid call. Nonexistent function 'set_target_location' in base 'Node'.

Minimal reproduction project

https://github.com/sebastianrueckerai/godot-nav-debug-bug

Edit:

  • This only happens with VSC. Debugging in the build-in editor still works without error.
  • In VSC accessing scene unique names also seems broken (like: onready var target = $"%Target"). Is this an issue with all recently backported features?
@lawnjelly
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Are you using a helper plugin? Could this be a problem with a debugger helper in visual studio rather than the engine?
(caveat I've never used visual studio code).

@nathanfranke
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Could this be a problem with a debugger helper in visual studio rather than the engine? (caveat I've never used visual studio code).

Likely. If it's only new features that aren't working, the plugin probably has an outdated api (e.g. 3.4.4)

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