Thaddeus Crews ec7fd4f6f1 Merge pull request #97894 from paulloz/dotnet/export-tool-button 2 days ago
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build_scripts e9762b3eaf C# Assemblies can now be built with deprecated=no 2 months ago
doc_classes aff2e47bff [C#] Unexpose `GodotSharp` 6 months ago
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thirdparty 0aa46e19c5 C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2 months ago
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.editorconfig 64f2e8b64f Dotnet: Fix attributes for `sln`/`csproj` files 6 months ago
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 2 years ago
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 2 years ago
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 2 years ago
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 1 year ago
SCsub 9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 1 month ago
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class_db_api_json.cpp 955d5affa8 Reduce and prevent unnecessary random-access to `List` 6 months ago
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config.py 6e9bcc0f18 SCons: Better validation for platform-specific opt-in drivers 3 months ago
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global.json f2efa545d6 Enforce using .NET SDK >= 8 in modules/mono/ 7 months ago
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godotsharp_dirs.cpp a29ddd4674 C#: Clear existing data directory extracted from PCK 2 months ago
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interop_types.h d95794ec8a One Copyright Update to rule them all 1 year ago
managed_callable.cpp 59bcc2888c Add methods to get argument count of methods 8 months ago
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register_types.cpp aff2e47bff [C#] Unexpose `GodotSharp` 6 months ago
register_types.h d95794ec8a One Copyright Update to rule them all 1 year ago
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 1 year ago
signal_awaiter_utils.h 25b2f1780a Style: Harmonize header includes in modules 1 year ago

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: sh <godot_binary> --generate-mono-glue ./modules/mono/glue
  3. Build the C# solutions: sh ./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