You can use one of the following IDEs for developing Geode mods. Using an IDE is highly recommended, as they will give you code completion, intellisense, and simplify developing mods. Our recommended IDE is VS Code, which we also have a dedicated extension for.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/geode-sdk/docs/llms.txt
Use this file to discover all available pages before exploring further.
Visual Studio Code
Recommended IDE with Geode extension
Visual Studio
Full-featured IDE for Windows
CLion
JetBrains IDE for C/C++
Visual Studio Code
- Windows
- macOS
- Linux
Required Extensions
Install the following VSCode extensions:CMake ToolsGeode- Not required, but will provide some nice features.
Configuration Steps
Select a Kit
With VS Code open on your project, press F1 and run
Depending on which compiler you want to use, pick either:
CMake: Select a Kit. This will bring up a list of installed compilers on your machine. This will also open automatically whenever opening a new project.
Depending on which compiler you want to use, pick either:- Clang (not
Clang-cl) - recommended - Visual Studio 20xx Release - amd64 (not
amd64_x86or any other ones)
Select Build Variant
Press F1 and run 
CMake: Select Variant. We recommend RelWithDebInfo for easier debugging, as Debug may sometimes cause obscure crashes.
Configure Clang (if using)
If using Clang with the clangd extension, press F1 and run Additionally, we recommend disabling clangd auto header insertion, as it doesn’t work well with Geode and will spam useless headers in your project. Press F1 and run
CMake: Edit User-Local CMake Kits. This will open a file, in there find the chosen kit (one with Clang in the name) and add these keys to it:Preferences: Open User Settings (JSON) and add the following lines:Configure C/C++ Extension (if using)
If instead of Clang you chose the C/C++ extension, you need to register CMake as the Configuration Provider for the C++ extension by pressing F1 and running 
C/C++: Edit Configurations (UI). Scroll down to Advanced options, and set the Configuration Provider as ms-vscode.cmake-tools.
Build Your Mod
Build your mod by pressing F1 and running
CMake: Build. You must build your mod first so that errors such as #include <Geode/modify/MenuLayer.hpp> not found go away. If the mod was built successfully, the exit code at the end should be 0. If any errors still persist after building the mod, try restarting VS Code.Visual Studio
Some Visual Studio experience is recommended before you try to use this, but if you don’t then you’ll probably be fine.Opening Your Project
Modern Visual Studio can handle CMake projects automatically, so assuming your VS has CMake support, just open your mod project folder. You’ll know it’s working if a console opens up at the bottom of your Visual Studio, and it starts gathering information from CMake.Configuration
Open Configuration Manager
Click the Debug options (This is usually a drop-down menu at the top of your screen that says “x64-Debug”) and click “Manage Configurations” inside that drop-down.

Set Configuration Type
Change config type to
Release or RelWithDebInfo. We recommend RelWithDebInfo, since it provides easier debugging. You cannot use Debug for this!Name Your Configuration
At this point you can also give your configuration a friendly name such as “default” or “release” or something like that
Now you may build your mod, by pressing F7 or Ctrl + B (If those keybinds don’t work, click Build at the top, then either Build or Build All)
If there are errors similar to VS Code (such as
#include <Geode/modify/MenuLayer.hpp> not found) after you’ve built, restarting Visual Studio should make them go away.CLion
- Windows
- Linux
Initial Setup
No additional plugins are needed - the only thing you need to do is to configure your toolchain correctly. When you open your mod’s directory in CLion for the first time, you’ll be met with an Open Project Wizard:
If this is the first time you’re launching CLion, click the “Manage toolchains…” button, which will open a window where you can add a new toolchain.Toolchain Configuration
Here’s an example of how to set up Visual Studio toolchain:
And here’s an example of how to set up Clang toolchain:
Project Wizard Settings
After that, in the Open Project Wizard, you need to make sure that:- Build type is set to
ReleaseorRelWithDebInfo(we recommendRelWithDebInfo, sinceDebugmight cause obscure crashes) - Toolchain is set to Visual Studio or Clang/LLVM
- Generator is set to Visual Studio 17 2022 or Ninja (if you have it installed)

Building Your Mod
Select Package Configuration
You should see a dropdown in the top right corner of the window that says 
NameOfTheMod (or whatever you called your project). Click on it, and pick NameOfTheMod_PACKAGE instead, which will trigger post build steps and package/install the mod to Geometry Dash.


