Problem
The plugin currently focuses on LSP, docs, formatting, and DAP, but it does not provide a simple built-in way to launch a Godot project or scene directly from Neovim without going through DAP.
That leaves a gap for users who want a lightweight “run/play” workflow from the editor.
A related usability problem is that “run current scene” should work from the script being edited, not only from an open .tscn buffer.
Proposed Enhancement
Add native non-DAP run commands to godotdev.nvim:
:GodotRunProject
:GodotRunCurrentScene
:GodotRunScene {path}
:GodotRunScenePicker with optional Telescope integration
Expected behavior:
:GodotRunProject launches the current Godot project
:GodotRunCurrentScene works from:
- a
.tscn buffer
- a
.gd buffer when the script is attached to a scene
- a
.cs buffer when the script is attached to a scene
:GodotRunScene {path} accepts res://..., project-relative, or absolute in-project scene paths
:GodotRunScenePicker lists project scenes via Telescope when available
Why This Helps
- Matches how people actually work in Godot: usually from script buffers, not raw scene files
- Provides a fast run/play workflow without requiring DAP
- Keeps DAP available for debugging while offering a simpler path for quick execution
- Makes the plugin more complete as a Godot external-editor workflow
Scope
- Shell out to godot on PATH
- No hard Telescope dependency
- Clear fallback behavior when Telescope is unavailable
- Documentation and tests included
Problem
The plugin currently focuses on LSP, docs, formatting, and DAP, but it does not provide a simple built-in way to launch a Godot project or scene directly from Neovim without going through DAP.
That leaves a gap for users who want a lightweight “run/play” workflow from the editor.
A related usability problem is that “run current scene” should work from the script being edited, not only from an open
.tscnbuffer.Proposed Enhancement
Add native non-DAP run commands to godotdev.nvim:
:GodotRunProject:GodotRunCurrentScene:GodotRunScene {path}:GodotRunScenePickerwith optional Telescope integrationExpected behavior:
:GodotRunProjectlaunches the current Godot project:GodotRunCurrentSceneworks from:.tscnbuffer.gdbuffer when the script is attached to a scene.csbuffer when the script is attached to a scene:GodotRunScene {path}acceptsres://..., project-relative, or absolute in-project scene paths:GodotRunScenePickerlists project scenes via Telescope when availableWhy This Helps
Scope