godot/modules/mono
2024-09-20 16:06:56 +02:00
..
build_scripts C# Assemblies can now be built with deprecated=no 2024-09-05 10:04:24 +02:00
doc_classes
editor Merge pull request #97198 from raulsntos/dotnet/open-visual-studio-with-dotnet-cli 2024-09-20 16:06:46 +02:00
glue Fix C# operator *(Transform3D, AABB) 2024-09-20 00:18:54 +02:00
icons Style: Optimize .svg files with svgo 2024-06-23 08:15:19 -05:00
mono_gd C#: Use char * with CoreCLR/MonoVM APIs 2024-09-17 17:51:17 +02:00
thirdparty C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
utils
__init__.py
.editorconfig
.gitignore
class_db_api_json.cpp
class_db_api_json.h
config.py SCons: Better validation for platform-specific opt-in drivers 2024-08-21 22:53:34 +02:00
csharp_script.cpp Merge pull request #97014 from hayahane/fix_script_property_order 2024-09-19 17:13:34 +02:00
csharp_script.h Expose get_rpc_config and get_node_rpc_config 2024-09-04 15:45:22 -04:00
Directory.Build.props
Directory.Build.targets
global.json
godotsharp_defs.h
godotsharp_dirs.cpp C#: Clear existing data directory extracted from PCK 2024-09-12 07:12:01 +08:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp
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