**Why is C# autocomplete working?** The autocompletion you see is working via the default C# tooling for Visual Studio Code, on which **Godot .NET Tools** relies. --- **Why does it say disconnected?** The disconnected message is from the extension **godot-tool**. *Read the popup, it says `source: godot-tool`.* Do not confuse **godot-tool** with **Godot .NET Tools**. The **godot-tool** extension provides support for GDscript using the Godot language server. *And it is not connecting, see below for what you need to make it connect.* --- **How to make it connect?** To connect **godot-tool** you need to make sure: - The port match. *Upon inspection of the pictures, it seems you have configured the debugger port instead of the language server port.* - The connection is not being taken by something else. When the connection is taken Godot will output a message, if you see it and **godot-tool** is disconnected, it means something else connected instead. - If the port matches and nothing else took the connection, click "Retry" on the **godot-tool** popup. Also note that Godot will advance the port number if you are running multiple instances of the editor (the first gets the confugured port, and the next instance one gets the next port number and so on). If the port does not match, the connection was taken by something else, you might have to restart Godot for it to be able to connect again. --- By the way, **C# Tools for Godot** and **godot-tool** are the extensions made by the core Godot developers. **Godot .NET Tools** is a third party alternative for C# with Godot. I have not compared it to **C# Tools for Godot**, but if **Godot .NET Tools** is causing problems (such as preventing **godot-tools** to connect) consider switching to **C# Tools for Godot**. *By the way, 4.0 is no under support. So if you run into issues with it, do not expect any fixes. Thus, consider updating your Godot version. 4.1 is the lower supported 4.x version at the time of writing.* --- **Ignoring the connection issue** If ultimately the connection does not work, go ahead and click *Ignore* on the pupup. This means you will not have autocomplete and debugging for **GDScript** on Visual Studio Code. But since you are using C# instead, that might be acceptable. Futhermore, you should be able to use C# without **godot-tool** at all. So you might even disable or uninstall **godot-tool** entirely.