hamncheese/godot/modules/mono
2023-10-05 18:25:25 -05:00
..
build_scripts New version with edge binary no longer embedded. 2023-09-14 21:50:26 -05:00
doc_classes Initial commit 2023-08-26 15:59:57 -05:00
editor Updating Godot 2023-10-05 18:25:25 -05:00
glue Updating Godot 2023-10-05 18:25:25 -05:00
icons New version with edge binary no longer embedded. 2023-09-14 21:50:26 -05:00
mono_gd Updating Godot 2023-10-05 18:25:25 -05:00
thirdparty Initial commit 2023-08-26 15:59:57 -05:00
utils Initial commit 2023-08-26 15:59:57 -05:00
.editorconfig Initial commit 2023-08-26 15:59:57 -05:00
.gitignore Initial commit 2023-08-26 15:59:57 -05:00
__init__.py Initial commit 2023-08-26 15:59:57 -05:00
class_db_api_json.cpp Updating Godot 2023-10-05 18:25:25 -05:00
class_db_api_json.h Initial commit 2023-08-26 15:59:57 -05:00
config.py New version with edge binary no longer embedded. 2023-09-14 21:50:26 -05:00
csharp_script.cpp Updating Godot 2023-10-05 18:25:25 -05:00
csharp_script.h Updating Godot 2023-10-05 18:25:25 -05:00
Directory.Build.props Initial commit 2023-08-26 15:59:57 -05:00
Directory.Build.targets Initial commit 2023-08-26 15:59:57 -05:00
godotsharp_defs.h Initial commit 2023-08-26 15:59:57 -05:00
godotsharp_dirs.cpp New version with edge binary no longer embedded. 2023-09-14 21:50:26 -05:00
godotsharp_dirs.h Initial commit 2023-08-26 15:59:57 -05:00
interop_types.h Initial commit 2023-08-26 15:59:57 -05:00
managed_callable.cpp Initial commit 2023-08-26 15:59:57 -05:00
managed_callable.h Initial commit 2023-08-26 15:59:57 -05:00
mono_gc_handle.cpp Initial commit 2023-08-26 15:59:57 -05:00
mono_gc_handle.h Initial commit 2023-08-26 15:59:57 -05:00
README.md Initial commit 2023-08-26 15:59:57 -05:00
register_types.cpp Initial commit 2023-08-26 15:59:57 -05:00
register_types.h Initial commit 2023-08-26 15:59:57 -05:00
SCsub Initial commit 2023-08-26 15:59:57 -05:00
signal_awaiter_utils.cpp Initial commit 2023-08-26 15:59:57 -05:00
signal_awaiter_utils.h Initial commit 2023-08-26 15:59:57 -05:00

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