godot/modules/mono
2024-06-15 19:07:42 +02:00
..
build_scripts Update pre-commit hooks configuration to use ruff instead of black 2024-05-21 18:02:29 -05:00
doc_classes [C#] Unexpose GodotSharp 2024-05-04 14:09:42 +02:00
editor C#: Escape generated members 2024-06-15 19:07:42 +02:00
glue Fix freeze after building C# 2024-06-09 13:40:51 -04:00
icons
mono_gd [C#] Unexpose GodotSharp 2024-05-04 14:09:42 +02:00
thirdparty
utils
.editorconfig Dotnet: Fix attributes for sln/csproj files 2024-05-03 12:21:51 -05:00
.gitignore
__init__.py
class_db_api_json.cpp Reduce and prevent unnecessary random-access to List 2024-05-04 16:08:55 +02:00
class_db_api_json.h
config.py Update pre-commit hooks configuration to use ruff instead of black 2024-05-21 18:02:29 -05:00
csharp_script.cpp CSharpScript should not own base script signals 2024-05-09 13:46:25 +02:00
csharp_script.h CSharpScript should not own base script signals 2024-05-09 13:46:25 +02:00
Directory.Build.props
Directory.Build.targets
global.json Enforce using .NET SDK >= 8 in modules/mono/ 2024-04-23 22:54:22 +02:00
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 [C#] Unexpose GodotSharp 2024-05-04 14:09:42 +02:00
register_types.h
SCsub
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