this post was submitted on 07 Aug 2025
28 points (96.7% liked)
Godot
7064 readers
223 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Question 1: The editor gives hints when it knows the type. You can use static typing. For the demo, you'd want something like
var mob: Node2d = mob_scene.instantiate()
. orRigidBody2D
? Depending on what it actually is.I'm not sure if there is a vim binding plugin. Editing in an external editor without integration works fine, you just have to confirm to reload when you focus godot.
For neovim integration you'd have to use the external editor feature. You just set up a command to run with the proper args when you choose to edit a file. In practice you set up neovim to listen over a pipe, and godot sends the command to open a file and go to a line. It's not trivial to set up but it's possible.
This tutorial seems good: https://simondalvai.org/blog/godot-neovim/
For beginner godot tutorials, I recommend Brackeys: https://www.youtube.com/playlist?list=PLPV2KyIb3jR7ecat0FBEMv2EZgsDg6Wcv
Thank you so much! This is enormously helpful.
I'm the same vein, it is highly recommended to type literally everything: variables, arguments, return types, etc. This not only makes the autocomplete better, but also helps the editor identify bugs before you even run your game!
As a very late follow up to this, I was able to combine the tutorial you provided plus this https://github.com/niscolas/nvim-godot/blob/bab4677b1bed9c2d90424dc810e2922e1aff119a/nvim_config/lua/package_manager_config.lua#L377 to get LSP and DAP working perfectly within my setup.
I can launch the game from nvim or from Godot, set breakpoints, use the repl. It all works!