virtualx-engine/modules/mono
2022-10-03 12:11:37 +02:00
..
build_scripts ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
doc_classes
editor Fix typos with codespell 2022-09-30 14:23:36 +02:00
glue C#: Use Span in Color to avoid string allocations 2022-10-03 12:11:37 +02:00
icons
mono_gd
thirdparty
utils Style: Cleanup header guards for consistency 2022-09-26 13:51:17 +02:00
.editorconfig
.gitignore
__init__.py
class_db_api_json.cpp
class_db_api_json.h
config.py SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
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 ManagedCallable: use delegate target instead of middleman when possible 2022-10-01 02:09:58 +02:00
managed_callable.h ManagedCallable: use delegate target instead of middleman when possible 2022-10-01 02:09:58 +02:00
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp
register_types.h
SCsub SCons: Unify tools/target build type configuration 2022-09-26 16:31:46 +02:00
SdkPackageVersions.props
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 float=64 argument to scons

When building the NuGet packages, specify --float=64 - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --float=64