godot/modules/mono
Ignacio Roldán Etcheverry 3666e9fcd0 C#: Make MustBeVariantAnalyzer ignore OmittedTypeArgument
Fixes assertion error in the analyzer.
2022-09-06 18:51:45 +02:00
..
build_scripts Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
doc_classes
editor C#: Make MustBeVariantAnalyzer ignore OmittedTypeArgument 2022-09-06 18:51:45 +02:00
glue Merge pull request #65266 from raulsntos/dotnet/reload-non-tool-scripts 2022-09-05 08:27:16 +02:00
icons
mono_gd Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
utils Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp
class_db_api_json.h
config.py [Web] Rename JavaScript platform to Web. 2022-08-29 11:52:00 +02:00
csharp_script.cpp Merge pull request #65266 from raulsntos/dotnet/reload-non-tool-scripts 2022-09-05 08:27:16 +02:00
csharp_script.h C#: Create script instance of reloaded scripts even if they're not tools 2022-09-04 20:39:37 +02:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h
README.md Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
register_types.cpp
register_types.h
SCsub
SdkPackageVersions.props
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 float=64 argument to scons

When building the NuGet packages, specify --float=64 - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --float=64