Support for [RequireGodotEditor] #810
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healthiiHelmut
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Hello everyone!
I want to run unit tests from Rider for a tool I created that simplifies the import of assets.
For example, FBX files are copied to the assets folder and
EditorInterface.Singleton.GetResourceFilesystem().Scan();is called, which currently does not work with[RequireGodotRuntime]becauseEditorInterface.Singletonisnull.Perhaps an attribute such as
[RequireGodotEditor]would be useful for this?Is there a workaround that already starts the editor instead of the player when using
[RequireGodotRuntime]?Thanks and greetings from Worms to Leipzig!
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