virtualx-engine/modules/mono
Rémi Verschelde f2cc814f35
Merge pull request #90118 from AyOhEe/sln-title-fix
Fix "Create C# solution" dialog
2024-04-05 12:16:10 +02:00
..
build_scripts SCons: Ensure with statement where applicable 2024-03-10 12:57:57 -05:00
doc_classes
editor Fixed "Create C# solution" dialog 2024-04-01 23:01:40 +01:00
glue Fix captured variable serialization in delegates 2024-04-04 18:46:11 +02:00
icons
mono_gd Add methods to get argument count of methods 2024-03-10 11:02:43 +01:00
thirdparty
utils Fix #if *_ENABLED inconsistencies, should check if defined 2024-01-17 10:30:15 +01:00
.editorconfig Cleanup C# projects, code quality & style 2024-02-27 20:11:24 +01:00
.gitignore
__init__.py
class_db_api_json.cpp
class_db_api_json.h
config.py C#: Let platforms signal if they support it or not 2024-02-13 22:48:43 +01:00
csharp_script.cpp Merge pull request #84947 from raulsntos/dotnet/instance_bindings 2024-04-04 14:30:35 +02:00
csharp_script.h Merge pull request #84947 from raulsntos/dotnet/instance_bindings 2024-04-04 14:30:35 +02:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp
godotsharp_dirs.h
interop_types.h
managed_callable.cpp Add methods to get argument count of methods 2024-03-10 11:02:43 +01:00
managed_callable.h Add methods to get argument count of methods 2024-03-10 11:02:43 +01:00
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