godot/modules/mono
RedworkDE fa14b6d212 C#: Fix `SendToScriptDebugger` crash 2023-05-23 00:00:32 +02:00
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build_scripts Rename `float=64` SCons option to `precision=double` 2022-12-10 16:43:45 +01:00
doc_classes Bump version to 4.1-dev 2023-03-01 01:44:37 +01:00
editor Link the right build property to REAL_T_IS_DOUBLE 2023-05-18 13:37:34 +02:00
glue C#: Fix `SendToScriptDebugger` crash 2023-05-23 00:00:32 +02:00
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mono_gd C#: Mostly fix hash of ManagedCallable 2023-05-18 13:44:36 +02:00
thirdparty
utils Fix various typos with codespell 2023-01-30 14:22:47 +01:00
.editorconfig
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README.md Rename `float=64` SCons option to `precision=double` 2022-12-10 16:43:45 +01:00
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__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
csharp_script.cpp Merge pull request #76659 from shana/shana/75152-fix-crash-when-initializing-glue-generation 2023-05-19 17:10:40 +02:00
csharp_script.h Remove unused `ScriptLanguage` methods 2023-02-26 22:30:56 -08:00
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godotsharp_dirs.cpp [macOS] Re-add support for the _sc_ inside app bundle. Update docs. 2023-02-17 09:55:56 +02:00
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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 One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
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 One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
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 One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00

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