From 3be68025035fbe047055b759c7d656bdc3986af5 Mon Sep 17 00:00:00 2001
From: Arman <48544263+puchik@users.noreply.github.com>
Date: Sat, 16 Mar 2019 22:01:06 -0700
Subject: [PATCH] C# external editor guide rewrite
- Auto-completion -> autocompletion
- Choose -> select (Otherwise it was "Choose your editor of choice")
- Edit for conciseness
---
.../scripting/c_sharp/c_sharp_basics.rst | 15 +++++++--------
1 file changed, 7 insertions(+), 8 deletions(-)
diff --git a/getting_started/scripting/c_sharp/c_sharp_basics.rst b/getting_started/scripting/c_sharp/c_sharp_basics.rst
index 35b51ee64..7004c28f9 100644
--- a/getting_started/scripting/c_sharp/c_sharp_basics.rst
+++ b/getting_started/scripting/c_sharp/c_sharp_basics.rst
@@ -76,14 +76,13 @@ on your operating system) **and** the Mono-enabled version of Godot.
Configuring an external editor
------------------------------
-While Godot has its own script editor, its support for C# is kept
-minimal; it's recommended that you use an external IDE or editor
-instead, such as `Visual Studio Code `_
-or MonoDevelop. These provide auto-completion, debugging and other features
-useful when working with C#. To set it up in Godot, click on
-**Editor → Editor Settings** and scroll down to the bottom to the
-**Mono** settings. Under **Mono**, click on **Editor** then choose
-your external editor of choice.
+C# support in Godot's script editor is minimal. Consider using an
+external IDE or editor, such as `Visual Studio Code `_
+or MonoDevelop. These provide autocompletion, debugging, and other
+useful features for C#. To select an external editor in Godot,
+click on **Editor → Editor Settings** and scroll down to
+**Mono**. Under **Mono**, click on **Editor**, and select your
+external editor of choice.
.. note:: If you are using Visual Studio Code, ensure you download and install
the `C# extension `_