godot/modules/mono
Rémi Verschelde 26f1c503ec
Merge pull request #84617 from YuriSizov/editor-this-one-is-for-all-my-subs
Fix node names of submenu items across the editor
2023-11-09 11:47:24 +01:00
..
build_scripts Merge pull request #80489 from raulsntos/dotnet/diagnostics 2023-10-17 23:59:17 +02:00
doc_classes
editor Fix node names of submenu items across the editor 2023-11-08 14:42:42 +01:00
glue Merge pull request #83532 from raulsntos/dotnet/nested-class-generation 2023-10-18 16:54:58 +02:00
icons
mono_gd Merge pull request #78157 from RedworkDE/net-shutting-down-abruptly 2023-10-31 20:52:27 +01:00
thirdparty
utils
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
class_db_api_json.h
config.py Add C# iOS support 2023-10-09 18:22:56 +02:00
csharp_script.cpp Merge pull request #83670 from raulsntos/notification-predelete-cleanup 2023-11-09 11:45:49 +01:00
csharp_script.h Highlight doc comments in a different color 2023-10-08 19:26:10 +03:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp Haiku: Remove remnants of past WIP platform port 2023-09-07 16:37:51 +02:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp
register_types.h
SCsub
signal_awaiter_utils.cpp
signal_awaiter_utils.h

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:
    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:
    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double