virtualx-engine/modules/mono
Rémi Verschelde 5059dd91f3
Merge pull request #88692 from nongvantinh/fix-88543
Fix Script Editor saves C# files as embedded scripts.
2024-02-26 10:49:01 +01:00
..
build_scripts Merge pull request #80489 from raulsntos/dotnet/diagnostics 2023-10-17 23:59:17 +02:00
doc_classes
editor Merge pull request #87253 from van800/van800/analyser 2024-02-21 15:22:54 +01:00
glue Merge pull request #83691 from theraot/slidedocs 2024-02-26 10:48:37 +01:00
icons
mono_gd Improve handling of generic C# types 2024-02-08 18:31:13 +01:00
thirdparty
utils Fix #if *_ENABLED inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
.editorconfig C#: Enforce Globalization code quality rules 2024-02-20 11:15:12 -06:00
.gitignore
__init__.py
class_db_api_json.cpp
class_db_api_json.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
config.py C#: Let platforms signal if they support it or not 2024-02-13 22:48:43 +01:00
csharp_script.cpp Fix Script Editor saves C# files as embedded scripts 2024-02-25 22:08:18 +07:00
csharp_script.h Merge pull request #87952 from paulloz/dotnet/byebye-signal-callback-generation 2024-02-15 15:44:55 +01:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp
godotsharp_dirs.h
interop_types.h
managed_callable.cpp Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp
register_types.h
SCsub C#: Remove unused code 2024-01-28 16:09:59 +01:00
signal_awaiter_utils.cpp
signal_awaiter_utils.h

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