godotdev.nvim
Neovim plugin for Godot game development, using Neovim as an external editor. Provides LSP support for GDScript and Godot shaders, DAP debugging, Treesitter syntax highlighting, and optional C# installation support.
Features
- Connect to Godot editor LSP over TCP (
127.0.0.1:6005by default) - Full GDScript language support
.gdshadersyntax highlighting via Treesitter- Debug GDScript with
nvim-dap(127.0.0.1:6006by default) - Keymaps for common LSP actions
- Optional C# support: LSP, debugging, and tooling
- Batteries included: everything you need for Godot development in Neovim
- Built-in health checks via
:checkhealth godotdev
Requirements
- Neovim 0.9+
- Godot 4.x+ with TCP LSP enabled
nvim-lspconfignvim-dapandnvim-dap-uifor debuggingnvim-treesitter- Windows users must have
ncatin PATH - Optional C# support requires:
- .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
- Open your Godot project in Neovim
- Start Godot editor with TCP LSP enabled (Editor Settings → Network → Enable TCP LSP server)
- Open a
.gdor.gdshaderfile - LSP will automatically attach
- Use
<leader>rnto rename,gdto go to definition,grfor references, etc. - Start debugging with DAP (Launch scene configuration)
- Optional: Enable C# support by setting
csharp = truein the plugin setup - Run
:checkhealth godotdevat 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
})
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 -
Editor Settings > Interface > Editor > Save on Focus Loss -
Editor Settings > Interface > Editor > Import Resources When Unfocused
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
- Set Neovim to listen on a TCP port
--listen works with host:port on Windows.
nvim --listen 127.0.0.1:6666 - 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.
Reconnect to Godot's LSP server
When you lose connection or launched a script in Neovim earlier than Godot use the :GodotReconnect command to connect.
Keymaps
LSP
gd→ Go to definitiongD→ Go to declarationgy→ Type definitiongi→ Go to implementationgr→ List referencesK→ Hover<C-k>→ Signature help<leader>rn→ Rename symbol<leader>ca→ Code action<leader>f→ Format buffergl→ Show diagnostics[d/]d→ Previous/next diagnostic
DAP
F5-> Continue/StartF10-> Step overF11-> Step intoF12-> Step out<leader>db-> Toggle Breakpoint<leader>dB-> Conditional breakpoint
DAP UI
<leader>du-> , Toggle UI<leader>dr-> , Open REPL
C# Installation Support
- Enable by setting
csharp = trueinrequire("godotdev").setup() - Health checks via
:checkhealth godotdevwill verify:- .NET SDK (
dotnet) - C# LSP server (
csharp-lsoromnisharp) - Debugger (
netcoredbg)
- .NET SDK (
Indentation
Godot expects spaces, 4 per indent (for both GDScript and C#). If you see diagnostics like:
Used tab character for indentation instead of space as used before in the file. [-1] [-1]
You should configure indentation properly.
It's recommend adding an .editorconfig to your project.
For more info: :help godotdev-indent

