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Thaddeus Crews b377562b52
Merge pull request #91660 from AThousandShips/methodinfo_vec
[Core] Use `Vector` for `MethodInfo::arguments`
2025-03-14 10:06:13 -05:00
..
build_scripts C#: Add option to treat warnings as errors 2024-12-18 10:23:41 -06:00
doc_classes [C#] Unexpose `GodotSharp` 2024-05-04 14:09:42 +02:00
editor Merge pull request #91660 from AThousandShips/methodinfo_vec 2025-03-14 10:06:13 -05:00
glue Add missing Projection constructor with 16 real_t values 2025-03-14 02:57:19 -07:00
icons Style: Enforce trailing newlines on svgs 2025-02-18 11:02:45 -06:00
mono_gd Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
thirdparty fix android mono export causing conflicts 2025-02-10 10:09:52 -05:00
utils C#: Add missing `get_data` when calling `CFStringCreateWithCString` in `macos_utils` 2025-03-12 15:49:54 +01:00
.editorconfig Style: Unify `.editorconfig` logic 2025-01-12 08:49:01 -06:00
.gitignore
Directory.Build.props
Directory.Build.targets
README.md
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
__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 Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
config.py SCons: Better validation for platform-specific opt-in drivers 2024-08-21 22:53:34 +02:00
csharp_script.cpp Merge pull request #101293 from Ivorforce/string-to-pointer-conversion 2025-03-07 15:12:12 -06:00
csharp_script.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
global.json Enforce using .NET SDK >= 8 in modules/mono/ 2024-04-23 22:54:22 +02:00
godotsharp_defs.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
godotsharp_dirs.cpp C#: Clear existing data directory extracted from PCK 2024-09-12 07:12:01 +08:00
godotsharp_dirs.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
interop_types.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
managed_callable.cpp
managed_callable.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
mono_gc_handle.cpp
mono_gc_handle.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
register_types.cpp [C#] Unexpose `GodotSharp` 2024-05-04 14:09:42 +02:00
register_types.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
signal_awaiter_utils.cpp
signal_awaiter_utils.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00

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:
    <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