godot/modules/mono
Almighty Laxz 2c1593f7e4 Fixed build failing when REAL_T double and dotnet enabled 2022-09-03 00:24:14 +09:30
..
build_scripts [Web] Rename JavaScript platform to Web. 2022-08-29 11:52:00 +02:00
doc_classes
editor C#: Assume 64-bit types when type has no meta 2022-09-01 10:29:52 +02:00
glue Fixed build failing when REAL_T double and dotnet enabled 2022-09-03 00:24:14 +09:30
icons
mono_gd Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
utils Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
.editorconfig
.gitignore C#: Remove IL post-processor build dependency 2022-08-22 03:36:52 +02:00
Directory.Build.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
Directory.Build.targets C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
README.md C#: Add module README 2022-08-22 03:36:52 +02:00
SCsub C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
SdkPackageVersions.props C#: Make GodotSharp API a NuGet package 2022-08-22 03:36:51 +02:00
__init__.py
class_db_api_json.cpp
class_db_api_json.h
config.py [Web] Rename JavaScript platform to Web. 2022-08-29 11:52:00 +02:00
csharp_script.cpp Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
csharp_script.h C#: Add source generator for method list 2022-08-22 03:36:52 +02:00
godotsharp_defs.h C#: Ensure native handles are freed after switch to .NET Core 2022-08-22 03:36:51 +02:00
godotsharp_dirs.cpp Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
godotsharp_dirs.h C#: Use custom project setting for C# project files name 2022-08-22 03:36:52 +02:00
interop_types.h
managed_callable.cpp C#: Re-implement assembly reloading with ALCs 2022-08-22 03:36:51 +02:00
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h C#: Add source generator for properties and exports default values 2022-08-22 03:36:51 +02:00
register_types.cpp
register_types.h
signal_awaiter_utils.cpp
signal_awaiter_utils.h

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.