godot/modules/mono
Rémi Verschelde 99ac3d332a
Merge pull request #87597 from zaevi/fix_csharp_aot_initialization
C#: Fix not assigning `runtime_initialized` when initializing with AOT.
2024-01-26 11:49:53 +01:00
..
build_scripts Merge pull request #80489 from raulsntos/dotnet/diagnostics 2023-10-17 23:59:17 +02:00
doc_classes Doctool: Remove version attribute from XML header 2023-07-06 10:08:21 +02:00
editor Merge pull request #87526 from zaevi/fix_csharp_gc 2024-01-26 11:47:25 +01:00
glue Merge pull request #87526 from zaevi/fix_csharp_gc 2024-01-26 11:47:25 +01:00
icons Optimize and fix up some SVGs 2023-08-13 17:48:17 +03:00
mono_gd C#: Fix not assigning runtime_initialized when initializing with AOT. 2024-01-26 05:44:40 +08:00
thirdparty C#: Replace libnethost dependency to find hostfxr 2022-09-07 16:36:36 +02:00
utils Fix #if *_ENABLED inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
__init__.py Re-write mono module editor code in C# 2019-07-05 09:38:23 +02:00
.editorconfig C#: Code cleanup and greatly reduce use of C# pointers 2022-08-22 03:36:51 +02:00
.gitignore .NET: Generate SdkPackageVersions.props from version.py 2022-10-05 20:31:26 +02:00
class_db_api_json.cpp [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
class_db_api_json.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
config.py Add C# iOS support 2023-10-09 18:22:56 +02:00
csharp_script.cpp Merge pull request #87550 from zaevi/fix_csharp_generic_reloading 2024-01-26 11:48:18 +01:00
csharp_script.h C#: Fix sorting for generic types when reloading assemblies. 2024-01-26 18:00:46 +08:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
godotsharp_defs.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
godotsharp_dirs.cpp Haiku: Remove remnants of past WIP platform port 2023-09-07 16:37:51 +02:00
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 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +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
README.md Rename float=64 SCons option to precision=double 2022-12-10 16:43:45 +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
SCsub C#: Remove old and unused android support code for mono 2023-06-28 22:34:14 +02:00
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

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