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 `_