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Update Customizing the interface and Using an external text editor docs
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.. _doc_customizing_editor:
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Customizing the interface
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=========================
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Godot's interface lives in a single window. You cannot split it across multiple
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screens although you can work with an external code editor like Atom or Visual
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Studio Code for instance.
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Godot's interface lives in a single window by default. Since Godot 4.0, you can
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split several elements to separate windows to better make use of multi-monitor
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setups.
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Moving and resizing docks
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~~~~~~~~~~~~~~~~~~~~~~~~~
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-------------------------
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Click and drag on the edge of any dock or panel to resize it horizontally or
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vertically.
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vertically:
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.. figure:: img/editor_ui_resize_dock.webp
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:align: center
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:alt: Resizing a dock in the editor
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Resizing a dock in the editor
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.. image:: img/editor_ui_intro_editor_07.png
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Click the "3 vertical dots" icon at the top of any dock to change its location,
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or split it to a separate window by choosing **Make Floating** in the submenu that appears:
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Click the three-dotted icon at the top of any dock to change its location.
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.. figure:: img/editor_ui_move_dock.webp
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:align: center
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:alt: Moving a dock in the editor
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.. image:: img/editor_ui_intro_editor_08.png
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Moving a dock in the editor
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Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
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of the editor.
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To move a floating dock back to the editor window, close the dock window using
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the **×** button in the top-right corner of the window (or in the top-left
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corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split
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window is focused.
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.. This page lacks information about:
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- Useful editor settings or sections of the settings window that are
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relevant to customizing the interface.
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- Layouts
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Splitting the script or shader editor to its own window
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-------------------------------------------------------
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.. note::
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This feature is only available on platforms that support spawning multiple
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windows: Windows, macOS and Linux.
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This feature is also not available if **Single Window Mode** is enabled in
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the Editor Settings.
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Since Godot 4.1, you can split the script or shader editor to its own window.
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To split the script editor to its own window, click the corresponding button in
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the top-right corner of the script editor:
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.. figure:: img/editor_ui_split_script_editor.webp
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:align: center
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:alt: Splitting the script editor to its own window
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Splitting the script editor to its own window
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To split the shader editor to its own window, click the corresponding button in
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the top-right corner of the script editor:
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.. figure:: img/editor_ui_split_shader_editor.webp
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:align: center
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:alt: Splitting the shader editor to its own window
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Splitting the shader editor to its own window
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To go back to the previous state (with the script/shader editor embedded in the
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editor window), close the split window using the **×** button in the top-right
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corner of the window (or in the top-left corner on macOS). Alternatively, you
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can press :kbd:`Alt + F4` while the split window is focused.
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Customizing editor layouts
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--------------------------
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You may want to save and load a dock configuration depending on the kind of task
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you're working on. For instance, when working on animating a character, it may
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be more convenient to have docks laid out in a different fashion compared to
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when you're designing a level.
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For this purpose, Godot provides a way to save and restore editor layouts.
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Before saving a layout, make changes to the docks you'd like to save. The
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following changes are persisted to the saved layout:
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- Moving a dock.
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- Resizing a dock.
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- Making a dock floating.
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- Changing a floating dock's position or size.
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- FileSystem dock properties: split mode, display mode, sorting order, file list
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display mode, selected paths and unfolded paths.
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.. note::
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Splitting the script or shader editor to its own window is *not* persisted
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as part of a layout.
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After making changes, open the **Editor** menu at the top of the editor then
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choose **Editor Layouts > Save**. Enter a name for the layout, then click
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**Save**. If you've already saved an editor layout, you can choose to override
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an existing layout using the list.
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After making changes, open the **Editor** menu at the top of the editor then
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choose **Editor Layouts**. In the dropdown list, you will see a list of saved
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editor layouts, plus **Default** which is a hardcoded editor layout that can't
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be removed. The default layout matches a fresh Godot installation with no
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changes made to the docks' position and size, and no floating docks.
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You can remove a layout using the **Delete** option in the **Editor Layouts**
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dropdown.
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.. tip::
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If you name the saved layout ``Default`` (case-sensitive), the default
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editor layout will be overwritten. Note that the ``Default`` does not appear
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in the list of layouts to overwrite until you overwrite it once, but you can
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still write its name manually.
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You can go back to the standard default layout by removing the ``Default``
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layout after overriding it. (This option does not appear if you haven't
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overridden the default layout yet.)
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Editor layouts are saved to a file named ``editor_layouts.cfg`` in
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the configuration path of the :ref:`doc_data_paths_editor_data_paths`.
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Customizing editor settings
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---------------------------
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In the **Editor** menu at the top of the editor, you can find an **Editor
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Settings** option. This opens a window similar to the Project Settings, but with
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settings used by the editor. These settings are shared across all projects and
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are not saved in the project files.
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.. figure:: img/editor_settings.webp
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:align: center
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:alt: The Editor Settings window
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The Editor Settings window
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Some commonly changed settings are:
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- **Interface > Editor > Editor Language:** Controls the language the editor
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displays in. To make English tutorials easier to follow, you may want to
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change this to English so that menu names are identical to names referred to
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by tutorials. The language can also be changed in the top-right corner of the
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project manager.
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- **Interface > Editor > Display Scale:** Controls how large UI elements display
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on screen. The default **Auto** setting finds a suitable value based on your
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display's DPI and resolution. Due to engine limitations, it only takes the
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display-provided scaling factor on macOS, not on Windows or Linux.
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- **Interface > Editor > Single Window Mode:** If enabled, this forces the
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editor to use a single window. This disables certain features such as
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splitting the script/shaders editor to their own window. Single-window mode
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can be more stable, especially on Linux when using Wayland.
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- **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme
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preset may be easier to read if you're outdoors or in a room with sunlight.
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The **Black (OLED)** preset can reduce power consumption on OLED displays,
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which are increasingly common in laptops and phones/tablets.
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- **FileSystem > Directories > Autoscan Project Path:** This can be set to a
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folder path that will be automatically scanned for projects in the project
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manager every time it starts.
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- **FileSystem > Directories > Default Project Path:** Controls the default
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location where new projects are created in the project manager.
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- **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in
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the 3D editor as their equivalent numpad keys. It's recommended to enable this
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option if you don't have a number pad on your keyboard.
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- **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and
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orbit modifiers in the 3D editor even when not holding down any mouse button.
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It's recommended to enable this option if you're using a trackpad.
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See the :ref:`class_EditorSettings` class reference for a complete description
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of most editor settings. You can also hover an editor setting's name with the
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mouse in the Editor Settings to show its description.

tutorials/editor/external_editor.rst

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.. _doc_external_editor:
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Using an external text editor
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==============================
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=============================
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This page explains how to code using an external text editor.
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Godot can be used with an external text editor, such as Sublime Text or Visual
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Studio Code. Browse to the relevant editor settings: ``Editor -> Editor Settings
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-> Text Editor -> External``
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Studio Code. Browse to the relevant editor settings:
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**Editor > Editor Settings > Text Editor > External**
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.. figure:: img/editor_external_editor_settings.webp
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:align: center
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:alt: Text Editor > External section of the Editor Settings
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.. image:: img/editor_settings.png
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**Text Editor > External** section of the Editor Settings
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There are two fields: the executable path and command-line flags. The flags
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There are two text fields: the executable path and command-line flags. The flags
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allow you to integrate the editor with Godot, passing it the file path to open
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and other relevant arguments. Godot will replace the following placeholders in
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the flags string:
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| ``{line}`` | The line number of the error |
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+---------------------+-----------------------------------------------------+
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Some example Exec Flags for various editors include:
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Some example **Exec Flags** for various editors include:
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+---------------------+-----------------------------------------------------+
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| Editor | Exec Flags |
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| Sublime Text | ``{project} {file}:{line}:{column}`` |
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+---------------------+-----------------------------------------------------+
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.. note:: For Visual Studio Code on Windows, you will have to point to the ``code.cmd``
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file. For Emacs, you can call ``emacsclient`` instead of ``emacs`` if
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you use the server mode.
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.. note::
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For Visual Studio Code on Windows, you will have to point to the ``code.cmd``
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file.
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For Emacs, you can call ``emacsclient`` instead of ``emacs`` if
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you use the server mode.
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Using External Editor in Debugger
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---------------------------------
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Using external editor in debugger is determined by a separate option in settings.
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For details see :ref:`Script editor debug tools and options <doc_debugger_tools_and_options>`.
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For details, see :ref:`Script editor debug tools and options <doc_debugger_tools_and_options>`.
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Official editor plugins
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