godot/modules/mono
Rémi Verschelde a017e9c698
Merge pull request #80119 from MewPurPur/svg-opacities-standardization
Optimize and fix up some SVGs
2023-08-18 09:30:23 +02:00
..
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 Merge pull request #80631 from Repiteo/C#-delegate-docstring 2023-08-16 09:15:50 +02:00
glue C#: Generate instance types for singletons 2023-08-06 00:48:22 +02:00
icons Optimize and fix up some SVGs 2023-08-13 17:48:17 +03:00
mono_gd Show alert if .NET assemblies dir does not exist 2023-08-03 13:52:13 +02:00
thirdparty C#: Replace libnethost dependency to find hostfxr 2022-09-07 16:36:36 +02:00
utils Merge pull request #78218 from raulsntos/dotnet/reserved-assembly-name 2023-06-15 15:26:22 +02:00
.editorconfig
.gitignore .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
Directory.Build.props
Directory.Build.targets C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
README.md Rename `float=64` SCons option to `precision=double` 2022-12-10 16:43:45 +01:00
SCsub C#: Remove old and unused android support code for mono 2023-06-28 22:34:14 +02:00
__init__.py
class_db_api_json.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
class_db_api_json.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
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
godotsharp_defs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godotsharp_dirs.cpp C#: Fix exporting for Android 2023-08-12 09:22:49 +08:00
godotsharp_dirs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
interop_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
managed_callable.cpp C#: Mostly fix hash of ManagedCallable 2023-05-18 13:44:36 +02:00
managed_callable.h Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00
mono_gc_handle.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
mono_gc_handle.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
register_types.cpp Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00
register_types.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
signal_awaiter_utils.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
signal_awaiter_utils.h Style: Harmonize header includes in modules 2023-06-15 14:35:45 +02:00

README.md

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