godot/modules/mono
2023-09-01 15:17:13 -05:00
..
build_scripts C#: Automatically generate version defines 2023-06-28 21:45:58 +02:00
doc_classes Doctool: Remove version attribute from XML header 2023-07-06 10:08:21 +02:00
editor C#: Dereference editor types in core documentation 2023-09-01 15:17:13 -05:00
glue C#: Generate instance types for singletons 2023-08-06 00:48:22 +02:00
icons C#: Move build button to EditorRunBar 2023-08-03 17:55:52 +02:00
mono_gd Show alert if .NET assemblies dir does not exist 2023-08-03 13:52:13 +02:00
thirdparty
utils Merge pull request #78218 from raulsntos/dotnet/reserved-assembly-name 2023-06-15 15:26:22 +02:00
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp
class_db_api_json.h
config.py C#: Enable exporting for Android 2023-06-28 22:34:14 +02:00
csharp_script.cpp C#: Generate instance types for singletons 2023-08-06 00:48:22 +02:00
csharp_script.h C#: Fix editor integration breaking and causing error spam when reloading assemblies fails 2023-06-21 12:47:52 +02:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp C#: Fix exporting for Android 2023-08-12 09:22:49 +08:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp
managed_callable.h Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00
register_types.h
SCsub C#: Remove old and unused android support code for mono 2023-06-28 22:34:14 +02:00
signal_awaiter_utils.cpp
signal_awaiter_utils.h Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00

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