Visual Studio Code Setup for Godot
Visual Studio Code is supported by Godot Launcher. Select it for a project to open scripts in VS Code when you launch Godot through Godot Launcher. The launcher also maintains the project's VS Code workspace files.
Godot Launcher does not install VS Code or its extensions.
Install Visual Studio Code
Download and install VS Code from the official Visual Studio Code download page.
Then make it available in Godot Launcher:
- Open Settings > Code Editors.
- Find the Visual Studio Code card and select Rescan.
- Keep the editor Enabled so you can choose it for projects.
Select the star on its card to make VS Code the default for new projects. See Code Editor Settings for custom paths and launch arguments.
Choose VS Code for a project
For a new project, select Visual Studio Code from Code Editor in the New Project drawer.
For an existing project:
- Select Project settings on the project card.
- Open the Code Editor tab.
- Choose Visual Studio Code.
- Select Update.

The next time you launch Godot through Godot Launcher, opening a script uses VS Code. The launcher creates or updates the .vscode files described below.
To stop using an external code editor, select None in the same tab and select Update. Existing .vscode files stay in place.
Workspace files and extension recommendations
For a standard Godot project, the launcher can maintain:
.vscode/settings.json, including the matching Godot editor path..vscode/extensions.json, with recommendations for Godot Tools and a Godot theme extension.
For a Godot .NET project using C#, it can also add:
- The Microsoft C# extension to the recommendations.
- A
.vscode/tasks.jsonbuild task. - A
.vscode/launch.jsonconfiguration for running and debugging the project.
Selecting VS Code adds extension recommendations; it does not install the extensions. Open the project folder in VS Code and install the extensions you need.
When updating workspace files, Godot Launcher keeps settings and entries outside those it manages. Switching from VSCodium replaces the entries managed for that editor, while keeping other valid recommendations, tasks, and launch configurations.
For manual Godot Tools configuration, see the Godot Tools extension documentation.
For editor detection and project setup recovery, see Troubleshooting.