godot-module-template/engine/modules/mono
Jan van der Weide 7125d019b5 feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
..
build_scripts feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
doc_classes feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
editor feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
glue feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
icons feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
mono_gd feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
thirdparty feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
utils feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
.editorconfig feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
.gitignore feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
Directory.Build.props feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
Directory.Build.targets feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
README.md feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
SCsub feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
__init__.py feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
class_db_api_json.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
class_db_api_json.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
config.py feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
csharp_script.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
csharp_script.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
global.json feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
godotsharp_defs.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
godotsharp_dirs.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
godotsharp_dirs.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
interop_types.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
managed_callable.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
managed_callable.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
mono_gc_handle.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
mono_gc_handle.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
register_types.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
register_types.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
signal_awaiter_utils.cpp feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00
signal_awaiter_utils.h feat: godot-engine-source-4.3-stable 2025-01-17 16:36:38 +01:00

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