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godotdev.nvim

A Neovim plugin for Godot 4 that brings GDScript/GDShader LSP, DAP debugging, and formatting to your external‑editor workflow.

This plugin helps you to set up:

  • LSP support for GDScript and Godot shaders (.gdshader files)
  • Debugging via nvim-dap for GDScript
  • Treesitter syntax highlighting for Godot shader files
  • Automatic formatting of .gd files using gdformat
  • Optional C# support (user-managed LSP, plus debugging and tooling checks)
  • Built-in health checks to verify environment, dependencies, and editor integration

While it is possible to configure Neovim manually for Godot development, this plugin simplifies setup and ensures a consistent, cross-platform workflow. It automatically configures LSP, debugging, formatting, and environment checks, so you can focus on writing game code rather than troubleshooting editor setup.

Why godotdev.nvim?

  • Turn Neovim into a first‑class external editor for Godot 4 projects.
  • Get LSP features for GDScript/GDShader without manual wiring.
  • Debug GDScript via DAP and validate setup with built‑in health checks.

Features

Below is a quick overview of what you get out of the box:

LSP Support

  • Full GDScript language support (Go to definition, references, hover, rename, code actions, etc.)
  • .gdshader syntax highlighting and language features via Treesitter
  • Optional C# LSP support (user-managed csharp-ls or OmniSharp) for Godot projects with C# scripts

Debugging (DAP)

  • Debug GDScript directly from Neovim using nvim-dap
  • Optional C# debugging via netcoredbg

Formatting

  • Automatic .gd file formatting using gdtoolkit
  • Reloads buffer after formatting for immediate feedback
  • Recommended .editorconfig included for consistent indentation (4 spaces per indent)

Health Checks

  • :checkhealth godotdev validates:
    • Required dependencies: nvim-lspconfig, nvim-dap, nvim-dap-ui, nvim-treesitter
    • Godot editor LSP and debug servers
    • Optional C# tooling: dotnet, csharp-ls/OmniSharp, netcoredbg
    • Formatter: gdformat (with installation instructions)
  • Detects common issues like mixed indentation in GDScript/C# files

Editor Integration

  • Commands to start or reconnect to Godot’s editor LSP:
    • :GodotStartEditorServer
    • :GodotReconnectLSP
  • Automatic LSP attachment for Godot filetypes (.gd, .gdshader, .gdresource, optional .cs)
  • Works cross-platform (macOS, Linux, Windows) with TCP or named pipes

Optional C# Support

  • Enable by setting csharp = true in require("godotdev").setup()
  • C# LSP is configured by you (the plugin only checks that csharp-ls or OmniSharp is installed)
  • Health checks and DAP integration included

Requirements

  • Neovim 0.11+
  • Godot 4.x+ with TCP LSP enabled
  • nvim-lspconfig
  • nvim-dap and nvim-dap-ui for debugging
  • nvim-treesitter
  • Windows users must have ncat in PATH
  • Optional C# support requires (you manage the LSP configuration):
    • .NET SDK (dotnet)
    • C# LSP server (csharp-ls recommended or omnisharp)
    • netcoredbg debugger

Installation (Lazy.nvim)

{
  'Mathijs-Bakker/godotdev.nvim',
  dependencies = { 'nvim-lspconfig', 'nvim-dap', 'nvim-dap-ui', 'nvim-treesitter' },
}

Quickstart

  1. Open your Godot project in Neovim
  2. Start Godot editor with TCP LSP enabled (Editor Settings → Network → Enable TCP LSP server)
  3. Open a .gd or .gdshader file
  4. LSP will automatically attach
  5. Use <leader>rn to rename, gd to go to definition, gr for references, etc.
  6. Start debugging with DAP (Launch scene configuration)
  7. Optional: Enable C# support by setting csharp = true in the plugin setup
  8. Run :checkhealth godotdev at any time to verify plugin, LSP, debug server, and C# dependencies

Configuration

Optional settings

require("godotdev").setup({
  editor_host = "127.0.0.1", -- Godot editor host
  editor_port = 6005,        -- Godot LSP port
  debug_port = 6006,         -- Godot debugger port
  csharp = true,             -- Enable C# Installation Support
  autostart_editor_server = true,  -- Enable auto start Nvim server
})

Note: This plugin does not define any keymaps by default, so it will not interfere with the standard DAP mappings. If you want custom keybindings, you can configure them yourself. For example, you could map :GDebug to DapNew to start one or more new debug sessions.

See :help dap-mappings and :help dap-user-commands for more details.

Additional references:

Optimize Godot editor for Neovim

Below are the recommended settings for configuring the Godot editor for optimal integration with Neovim as your external editor. To access these settings, make sure that the Advanced Settings switch is enabled at the top of the Editor Settings dialog.

  • Editor Settings > Text Editor > Behavior > Auto Reload Scripts on External Change

    Show Screenshot -> Godot Editor Settings
  • Editor Settings > Interface > Editor > Save on Focus Loss

    Show Screenshot -> Godot Editor Settings
  • Editor Settings > Interface > Editor > Import Resources When Unfocused

    Show Screenshot -> Godot Editor Settings

Open .gdscript/.gdshader from Godot in Neovim

When you click on a gdscript in Godot's FileSystem dock it doesn't open automatically in Neovim. A workaround is to to create a small script which launches the file in Neovim.

>> macOS/Linux

Complete instructions here

>> Windows

  1. Set Neovim to listen on a TCP port
    nvim --listen 127.0.0.1:6666
    --listen works with host:port on Windows.
  2. Tell Godot to connect to that port In Godot, configure your external editor or plugin to connect to 127.0.0.1:6666. Make sure the TCP port you choose is free and consistent between Neovim and Godot.

Godot editor server

You can manually start the Neovim editor server used by Godot:

:GodotStartEditorServer

Or automatically on plugin setup:

require("godotdev").setup({
  autostart_editor_server = true,
})

This ensures Godot can communicate with Neovim as an external editor.

Reconnect to Godot's LSP server

If the LSP disconnects or you opened a script before Neovim, run:

:GodotReconnectLSP

Reconnects all Godot buffers to the LSP.

C# Installation Support

  • Enable by setting csharp = true in require("godotdev").setup()
  • C# LSP setup is user-managed; :checkhealth godotdev will only verify tooling is installed:
    • .NET SDK (dotnet)
    • C# LSP server (csharp-ls or omnisharp)
    • Debugger (netcoredbg)

Autoformatting / Indentation

Godot expects spaces, 4 per indent (for both GDScript and C#). This plugin automatically sets buffer options for .gd files.

Additionally, .gd files are autoformatted on save with gdtoolkit:

:w

Make sure gdformat is installed and in your PATH. If not, you will see a warning notification.

For more info on indentation: :help godotdev-indent

Hiding Godot Project Files in oil.nvim and mini.files

Godot generates files and folders like .uid, .import, or .godot/ that can clutter your file explorer. You can hide them in both oil.nvim and mini.files by filtering against their patterns. Show me how

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Set Neovim up as your external editor for Godot. Provides LSP support for GDScript, C#, Godot shaders, DAP debugging, and Tree-sitter syntax highlighting.

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