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Enable Deploy with Remote Debug by default in the editor #99428
Enable Deploy with Remote Debug by default in the editor #99428
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This makes one-click deploy make use of remote debugging, so that you can see output from the remote device, run the debugger and use the monitor and performance/network profilers.
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I agree that 99% of the time, when running a project, you want debugging info.
I've run into this recently when working on other platforms and was likewise surprised. My guess is it is off by default because enabling it makes Godot open a network reachable port? So it has implications:
IMO, enabling it by default is what I'd expect, and personally, I'd make that tradeoff. However, I see the cons, and I think we currently make whether to connect to the internet (Asset Lib, update check etc.) a one-time prompt? If I'm not misremembering and that prompt does exist, we could make this part of it.
I'd hazard a guess that 99% of the time, users are not running remote deployments. As we lack analytics, I have no idea what our mobile user share is, but I'd expect only mobile dev (and other platforms with dedicated hardware, like consoles) to use that. And even then, typically, you only actually test on a real device every so often, as iterating on the dev machine is faster. |
Note that this only affects one-click deploy, i.e. running on another device. |
There is a difference between opening a localhost bound port by default and opening a network-reachable port by default, but IIRC you're still right that at least the Windows scare screen may be Edit: Actually, according to a brief search, binding to |
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I'd say let's give it a try now for dev7, and see what happens?
Thanks! |
This makes one-click deploy make use of remote debugging, so that you can see output from the remote device, run the debugger and use the monitor and performance/network profilers.