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Cannot generate godot.sln for Rider under MacOS #83771
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vsprojis specifically for MSVC build on Windows. For any other platform/compiler use, you can usecompile_commands.json(compiledb=yesin the build command).vsprojis specifically for MSVC build on Windows. For any other platform/compiler use, you can usecompile_commands.json(compiledb=yesin the build command).Rider runs on both Mac and Windows platforms, and it uses solely
.slnfiles from the msbuild system. There has to be a way to generate these files on Mac, as Rider is currently the most preferred option (for me), especially after the gradual discontinuation of Visual Studio for Mac.Reacted by Joel Croteau and Marian ZagoruikoI don't think this is a bug but a feature request. running
scons vsproj=yeson MacOS should indeed throw the given error since it's not (yet) supportedSo after talking to Jetbrains about this, the conclusion is that Rider doesn't support the vcxproj (C++) project format. It does support .sln, but only for csproj (C#) projects. The alternative is to use a json project format that Rider does support (ubisoft/Sharpmake#248).
Reacted by Zireael07@akien-mga I am running a mac with the latest
masterbranch of Godot. I've generated the project files withscons dev_build=yes debug_symbols=yes module_mono_enabled=yes vsproj=yes. Loading in Rider or building withmsbuildproduces this error:"/Users/jcroteau/code/godot/godot.sln" (default target) (1) -> "/Users/jcroteau/code/godot/godot.vcxproj" (default target) (2) -> /Users/jcroteau/code/godot/godot.vcxproj(59,3): error MSB4019: The imported project "/Microsoft.Cpp.Default.props" was not found. Confirm that the expression in the Import declaration "/Microsoft.Cpp.Default.props" is correct, and that the file exists on disk.Rider also completely fails to find any of the standard or project include files, so none of its code analysis tools work. See this screenshot from
variant_utility.cpp:

Just to clarify, Rider does support
.vcxprojfiles, but not on Mac, because it requires the appropriate Visual C++ target files, and the VC++ toolchain isn't available for Mac. Rider works with Unreal Engine on Mac by loading the.uprojectfiles directly, and using them to generate an internal project model. To work with other C++ projects on Mac and Linux, the only option right now is to use CLion, which is designed to work with CMake and compilation database.(It might seem odd to have two products here, but it's a result of evolution. Rider was initially designed to work with dotnet solutions, which is a Visual Studio project model, and is powered by the ReSharper engine, a Visual Studio plugin. ReSharper C++ had better support for Unreal than CLion, so it was easier to integrate ReSharper C++ than teach CLion the VS project model as well as Unreal features. Plus, Unreal solutions are described with C#, which is again a better fit for Rider)
I have made the changes to the build scripts to supoort Mac, Linux and Windows mingv
#103405- cut out the MS Cpp targets, which don't exist outside Windows.
- added some stuff to resolve types from MacOS SDK
- made small changes to help run-cconfiguration be auto-generated
- fixed PreprocessorDefinitions and AdditionalIncludeDirectories
- small fix for run/debug, now it works
All the analysis in Rider works fine, debugging in Rider works.
Reacted by jokosablenk- moved this from Up for grabs to Done in Buildsystem Issue Triage
on Apr 9, 2025
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- StatusShow more project fieldsDone
Godot version
4.1
System information
MacOS 14.0 (23A344) (intel)
Issue description
According to documentation, to use Rider IDE I have to run this command:
scons platform=windows arch=x86_64 target=editor vsproj=yes dev_build=yesAnd I get this error:
Invalid target platform "windows". The following platforms were detected: ios macOSSeems reasonable because I am using MacOS, so I tried this:
scons platform=osx arch=x86_64 target=editor vsproj=yes dev_build=yesand this gives me another error:
'Error: The
vsprojoption is only usable on Windows with Visual Studio.'Is there a way to build godot.sln for Rider under MacOS?
Steps to reproduce
See above
Minimal reproduction project
not required