dotnet watch run with the startup project, configuration, platform and per-project launch options from the status bar. The debugger is no longer attached automatically: attach on demand, one notification with Re-attach when the watcher replaces the process. Rude edits follow a setting (restart / ask / warn). Warns before starting under an optimised configuration, which SDK 10's dotnet watch cannot hot reload. Solution build runs first so the Editor's post-build step finds the Builder. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0169iPWwKHZoBTNN9qwXiwqk
.NET Solution Launcher
Startup project and solution configuration in the status bar, with build, debug, run and hot reload that actually use them. Built for DotRush.
$(project) MyGame.Editor $(settings-gear) Test | x64 $(debug-alt) $(flame) Hot Reload
- The project item shows which
.csprojis the startup project, and picks another one from the executables in the solution (Runtime is a library, so it is not offered). - The configuration item shows the solution configuration —
Debug | x64,Test | x64,Release | Any CPU— exactly asMyGame.slnlists them. - The debug button builds with that configuration and launches the startup project.
- The flame starts it under
dotnet watchwith hot reload instead.
Why, when DotRush already has a status bar item
DotRush shows Debug | net10.0. Two things are missing from that:
-
The project name. It is in the tooltip only. With three executables in the solution (Builder, Editor, and whatever comes next) that is the thing you need to see.
-
The platform. DotRush's build task runs
dotnet build <project> -p:Configuration=Xwith no-p:Platform. MSBuild then defaults toAnyCPU, and every property group conditioned on'$(Configuration)|$(Platform)' == 'Debug|x64'is skipped. In this solution that is not cosmetic:MyGame.Runtime, Configuration=DebugDefineConstantswithout -p:Platform(what DotRush runs)TRACE;DEBUGwith -p:Platform=x64TRACE;LOG_INFO;PROFILING;DEBUGSo logging and profiling silently vanish,
Optimizeis never set for Test/Release, andMyGame.BuilderlosesAllowUnsafeBlocksand fails to compile.
DotRush also cannot be told a configuration from outside — its selection lives in its
own workspace state — so this extension owns the build rather than wrapping
dotrush: Build. The startup project is synced with DotRush in both directions
(dotnetSolution.syncDotRush), so its test explorer, launchSettings.json lookup and
${command:dotrush.activeProjectPath} all agree with what the status bar says.
What a build does
dotnetSolution.buildScope decides (default solution):
| Scope | Command | Notes |
|---|---|---|
solution |
dotnet build MyGame.sln -c Test -p:Platform=x64 |
Like Visual Studio's Build Solution. MSBuild maps every project through the .sln: MyGame.* build as Test|x64, MoonWorks as Debug|Any CPU, and the Editor → Builder ProjectDependencies entry is honoured, so the Builder exists before the Editor's post-build step needs it. |
project |
dotnet build MyGame.Editor.csproj -c Test -p:Platform=x64 |
Only the startup project and its ProjectReferences. Faster, but solution-only dependencies are ignored. |
Rebuild adds --no-incremental; Clean runs dotnet clean. Two more targets use the same
selection:
| Target | Command | Notes |
|---|---|---|
publish |
dotnet publish MyGame.Editor.csproj -c Release -p:Platform=x64 [-r win-x64] |
Always the startup project. dotnetSolution.publish.runtime sets -r, which PublishAot needs; publish.args adds the rest |
test |
dotnet test MyGame.sln -c Test -p:Platform=x64 |
Follows buildScope; dotnetSolution.test.args adds filters or --no-build |
All five are tasks of type dotnet-solution, so they show up under Run Task and can be
used as preLaunchTask. When one fails the Problems panel opens
(dotnetSolution.showProblemsOnFailure).
What a launch does
program comes from MSBuild, not from guessing: the extension evaluates the startup
project with the mapped configuration and platform (dotnet msbuild -getProperty:TargetPath …),
which is the only way to get it right here — OutDir comes from Directory.Build.props
and AppendTargetFrameworkToOutputPath is off. The result is cached until a project or
solution file changes.
The apphost .exe is launched when the project produces one, since vsdbg wants an
executable; otherwise it runs dotnet <TargetPath>. DotRush's debug configuration provider
still runs after this one and fills in justMyCode and symbol options.
Arguments, environment, working directory
Builder and Editor want different arguments, so these are layered, most specific wins:
dotnetSolution.launch.projects, keyed by project name:"dotnetSolution.launch.projects": { "MyGame.Builder": { "args": ["-build", "-resourcePath", "Resources"], "cwd": "../MyGame.Editor" }, "MyGame.Editor": { "console": "integratedTerminal" } }cwdis relative to the project folder.profilenames a launchSettings.json profile.- The global
dotnetSolution.launch.args/.env/.cwd/.console. Properties/launchSettings.jsonnext to the project:commandLineArgs,environmentVariablesandworkingDirectoryof the first"commandName": "Project"profile, or the one named bydotnetSolution.launch.profile.- Otherwise no arguments and
TargetDiras the working directory.
The same layering applies to F5 through the launch.json entry: its args stay empty in
the file and are filled in at launch time.
Hot reload
The third way to start the startup project, next to Debug and Run, and a rewrite of the
earlier dotnet-hot-reload extension now that the selection exists to build on:
dotnet watch run --project MyGame.Editor.csproj -c Debug --property:Platform=x64 -- <args>
Same project, configuration, platform, arguments, environment and working directory as F5. It runs in an integrated terminal named after the project, and the status bar item next to the debug button follows the watcher's output: watching, applied, failed, restart needed. Save a file and the change is applied; the flame in the terminal's title is the same session.
| Action | How |
|---|---|
| Start | The $(flame) Hot Reload status bar item, .NET Solution: Run Startup Project with Hot Reload, or Ctrl+Alt+F5 |
| Apply, restart, attach, stop | Click the status bar item while it runs — one menu for all of them |
| Restart the application | Also Ctrl+R inside the watch terminal |
The debugger is not attached by default. That is the biggest change from the old
extension, and deliberate. dotnet watch replaces the application process on every
rude edit, restart or crash, and each of those ends an attached debug session; keeping a
debugger attached across that meant guessing whether an ended session was a stop or a
swap, racing the outgoing process, and giving up on crash loops. Now Attach Debugger
finds the application below the watcher (by assembly name, so MSBuild is never picked)
and attaches when you ask. If the process is later replaced while the watcher still
runs, one notification says so and offers to re-attach. While attached, the flame and
restart buttons also appear in the debug toolbar.
Rude edits — changes hot reload cannot apply — follow dotnetSolution.hotReload.rudeEdit:
| Value | Behaviour |
|---|---|
restart (default) |
dotnet watch restarts the application on its own |
ask |
A notification offers Restart / Keep running; the answer goes to dotnet watch's console question |
warn |
Keeps the old code running and shows a warning with a Restart button |
Optimised builds cannot hot reload. SDK 10's dotnet watch refuses when Optimize
is true and restarts on every change instead. Test and Release set it here, so starting
hot reload under those asks whether to switch to Debug first.
Solution build first. dotnet watch only builds the project it runs. With
dotnetSolution.hotReload.buildSolutionFirst (default on) the normal solution build runs
before the watcher starts, so the Editor's post-build step finds the Builder even on a
clean checkout; the watcher's own build is then incremental.
Usage
| Action | How |
|---|---|
| Pick the startup project | Click the project name (Ctrl+Alt+P), or right-click a .csproj → Set as Startup Project (.NET Solution). The explorer marks it with ▶ |
| Pick the configuration | Click Debug | x64 (Ctrl+Alt+C). Entries the solution does not build the project under are marked with $(warning) |
| Build / Rebuild / Clean | .NET Solution: Build etc., or the dotnet-solution tasks. Ctrl+Shift+B until a launch.json entry exists, after that VS Code's default build task |
| Publish / Test | .NET Solution: Publish Startup Project, .NET Solution: Run Tests |
| Debug | The $(debug-alt) button, .NET Solution: Debug Startup Project, or F5 |
| Hot reload | The $(flame) item, or Ctrl+Alt+F5. See above |
| Run without debugging | .NET Solution: Run Startup Project (without debugging), or Ctrl+F5 |
Several .sln files |
.NET Solution: Select Solution, or dotnetSolution.solution |
F5
Without a launch.json entry, F5, Ctrl+F5 and Ctrl+Shift+B are bound to this
extension's debug, run and build commands (only while a solution is loaded and no debug
session is running). Once the entry below exists those keys go back to VS Code's own
handling, which then uses the entry — same result, but editable in launch.json.
The first time it sees a solution the extension offers to write a launch.json entry.
Later, run .NET Solution: Create launch.json and tasks.json entries from the command
palette, or pick it at the bottom of the startup-project list (click the project name):
{
"name": ".NET Solution: Debug startup project",
"type": "coreclr",
"request": "launch",
"program": "${command:dotnetSolution.activeProgram}",
"cwd": "${command:dotnetSolution.activeCwd}",
"preLaunchTask": "dotnet-solution: Build"
}
The same entry is offered dynamically in the Run and Debug dropdown even without a
launch.json. It replaces the DotRush template's ${command:dotrush.activeTargetPath} +
preLaunchTask: "dotrush: Build" pair, which is the one that builds without a platform.
Variables for your own launch.json / tasks.json
${command:…} |
Value |
|---|---|
dotnetSolution.activeProgram |
apphost .exe, or the .dll when there is none |
dotnetSolution.activeTargetPath |
the built assembly |
dotnetSolution.activeTargetDir |
its directory |
dotnetSolution.activeCwd |
the working directory after the layering above |
dotnetSolution.activeProjectPath, activeProjectName |
the startup project |
dotnetSolution.activeSolutionPath |
the solution |
dotnetSolution.activeConfiguration, activePlatform |
solution configuration, e.g. Test, Any CPU |
dotnetSolution.activeProjectConfiguration, activeProjectPlatform |
what the project gets, e.g. Test, AnyCPU |
Settings
| Setting | Default | |
|---|---|---|
dotnetSolution.solution |
"" |
Solution to use; empty picks the shallowest, then the largest |
dotnetSolution.buildScope |
solution |
See above |
dotnetSolution.targetFramework |
"" |
For TargetFrameworks projects; empty takes the first |
dotnetSolution.launch.args / .env / .cwd / .console |
Passed to the launched application | |
dotnetSolution.launch.projects |
{} |
The same, per project name; wins over the global ones |
dotnetSolution.launch.profile |
"" |
launchSettings.json profile to read |
dotnetSolution.publish.runtime / .args |
"" / [] |
-r and extra arguments for publish |
dotnetSolution.test.args |
[] |
Extra arguments for test |
dotnetSolution.showProblemsOnFailure |
true |
Open Problems when a task fails |
dotnetSolution.hotReload.rudeEdit |
restart |
restart, ask or warn |
dotnetSolution.hotReload.buildSolutionFirst |
true |
Solution build before dotnet watch |
dotnetSolution.hotReload.watchArgs |
[] |
Extra arguments for dotnet watch itself |
dotnetSolution.debugType |
coreclr |
|
dotnetSolution.syncDotRush |
true |
Push the startup project to DotRush and follow its changes |
dotnetSolution.syncDotRushWorkspaceProperties |
false |
Write Configuration=…;Platform=… into dotrush.roslyn.workspaceProperties so IntelliSense sees the same DefineConstants. Off because DotRush reloads its workspace on every change |
dotnetSolution.additionalBuildArguments |
[] |
Appended to every build |
dotrush.roslyn.dotnetSdkDirectory and dotrush.msbuild.additionalEnvironment are
honoured, so both extensions use the same SDK.
Tips
- DotRush's own
Debug | net10.0item can be hidden: right-click the status bar and untick DotRush. Nothing else depends on it once this extension drives the build. - The status bar goes to a spinner while a build runs; the build output is in the
terminal and the Problems panel (
$msCompile). - The .NET Solution output channel logs every
dotnetinvocation.
Development
npm install
npm run compile
npm run test:unit # parser tests, against D:\Projects\MyGame when present
npm test # launches VS Code on that folder (SOLUTION_TEST_FOLDER overrides)