21e524a798
Instead of hardcoding platform names that support C#, let platforms set a flag indicating if they support it. All public platforms except web already support it, and it's a pain to maintain a patch for this list just to add additional names of proprietary console platforms. This makes adding new platforms or variants or existing platforms much easier, as the platform can signal what it supports/doesn't support directly, and we can avoid harcoding platform names. |
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.. | ||
build_scripts | ||
doc_classes | ||
editor | ||
glue | ||
icons | ||
mono_gd | ||
thirdparty | ||
utils | ||
__init__.py | ||
.editorconfig | ||
.gitignore | ||
class_db_api_json.cpp | ||
class_db_api_json.h | ||
config.py | ||
csharp_script.cpp | ||
csharp_script.h | ||
Directory.Build.props | ||
Directory.Build.targets | ||
godotsharp_defs.h | ||
godotsharp_dirs.cpp | ||
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
- Build Godot with the module enabled:
module_mono_enabled=yes
. - After building Godot, use it to generate the C# glue code:
<godot_binary> --generate-mono-glue ./modules/mono/glue
- 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