godot/modules/mono
2022-08-27 12:27:11 +02:00
..
build_scripts C#: Fix buildsystem when dotnet --info does not specify arch 2022-08-25 20:05:42 +02:00
doc_classes C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
editor Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
glue C#: Add CubicInterpolateInTime 2022-08-27 12:27:11 +02:00
icons
mono_gd Avoid trying to load non-existent assembly 2022-08-22 11:48:12 +02:00
utils C#/netcore: Add base desktop game export implementation 2022-08-22 03:36:51 +02:00
__init__.py
.editorconfig C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
.gitignore C#: Remove IL post-processor build dependency 2022-08-22 03:36:52 +02:00
class_db_api_json.cpp
class_db_api_json.h
config.py Remove mentions of the Server platform from the Mono module 2022-08-24 14:56:40 -05:00
csharp_script.cpp C#: Replace P/Invoke with delegate pointers 2022-08-22 03:36:52 +02:00
csharp_script.h C#: Add source generator for method list 2022-08-22 03:36:52 +02:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
godotsharp_defs.h C#: Ensure native handles are freed after switch to .NET Core 2022-08-22 03:36:51 +02:00
godotsharp_dirs.cpp C#: Use custom project setting for C# project files name 2022-08-22 03:36:52 +02:00
godotsharp_dirs.h C#: Use custom project setting for C# project files name 2022-08-22 03:36:52 +02:00
interop_types.h
managed_callable.cpp C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
managed_callable.h C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
mono_gc_handle.cpp C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
mono_gc_handle.h C#: Add source generator for properties and exports default values 2022-08-22 03:36:51 +02:00
README.md C#: Add module README 2022-08-22 03:36:52 +02:00
register_types.cpp
register_types.h
SCsub C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
SdkPackageVersions.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
signal_awaiter_utils.cpp C#: Begin move to .NET Core 2022-08-22 03:35:59 +02:00
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.