Bladeren bron

Merge pull request #7551 from Calinou/csharp-export-limitations

Document C# currently not being supported on Android, iOS and Web
Matthew 2 jaren geleden
bovenliggende
commit
04a4e3a0a8

+ 8 - 6
about/faq.rst

@@ -81,12 +81,14 @@ the long run, for prototyping, developing Minimum Viable Products (MVPs), and
 focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
 focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
 way of developing your games.
 way of developing your games.
 
 
-Note that C# support is still relatively new, and as such, you may encounter some
-issues along the way. Our friendly and hard-working development community is always
-ready to tackle new problems as they arise, but since this is an open source project,
-we recommend that you first do some due diligence yourself. Searching through
-discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
-great way to start your troubleshooting.
+Note that C# support is still relatively new, and as such, you may encounter
+some issues along the way. C# support is also currently missing on Android, iOS
+and web platforms. Our friendly and hard-working development community is always
+ready to tackle new problems as they arise, but since this is an open source
+project, we recommend that you first do some due diligence yourself. Searching
+through discussions on
+`open issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Adotnet>`__
+is a great way to start your troubleshooting.
 
 
 As for new languages, support is possible via third parties with GDExtensions. (See the question
 As for new languages, support is possible via third parties with GDExtensions. (See the question
 about plugins below). Work is currently underway, for example, on unofficial bindings for Godot
 about plugins below). Work is currently underway, for example, on unofficial bindings for Godot

+ 2 - 1
about/list_of_features.rst

@@ -433,7 +433,8 @@ Scripting
 
 
    - Full support for the C# 10.0 syntax and features.
    - Full support for the C# 10.0 syntax and features.
 
 
-- Supports Windows, Linux and macOS.
+- Supports Windows, Linux and macOS. Mobile/web platforms are currently
+  unsupported. To use C# on mobile/web platforms, use Godot 3 instead.
 - Using an external editor is recommended to benefit from IDE functionality.
 - Using an external editor is recommended to benefit from IDE functionality.
 
 
 **GDExtension (C, C++, Rust, D, ...):**
 **GDExtension (C, C++, Rust, D, ...):**

+ 7 - 1
getting_started/step_by_step/scripting_languages.rst

@@ -103,7 +103,7 @@ languages, including Squirrel, Lua, and Python.
 As Microsoft's `C#
 As Microsoft's `C#
 <https://en.wikipedia.org/wiki/C_Sharp_(programming_language)>`_ is a favorite
 <https://en.wikipedia.org/wiki/C_Sharp_(programming_language)>`_ is a favorite
 amongst game developers, we officially support it. C# is a mature and flexible
 amongst game developers, we officially support it. C# is a mature and flexible
-language with tons of libraries written for it. We could add support for it
+language with tons of libraries written for it. We were able to add support for it
 thanks to a generous donation from Microsoft.
 thanks to a generous donation from Microsoft.
 
 
 .. image:: img/scripting_csharp.png
 .. image:: img/scripting_csharp.png
@@ -126,6 +126,12 @@ officially supported .NET option.
           in GDScript, C#, or C++ won't have a significant impact on
           in GDScript, C#, or C++ won't have a significant impact on
           performance.
           performance.
 
 
+.. attention::
+
+    Projects written in C# using Godot 4.x currently cannot be exported to
+    Android, iOS and web platforms. To use C# on those platforms, use Godot 3
+    instead.
+
 C++ via GDExtension
 C++ via GDExtension
 ~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~
 
 

+ 5 - 0
tutorials/export/exporting_for_android.rst

@@ -13,6 +13,11 @@ Exporting for Android
 Exporting for Android has fewer requirements than compiling Godot for Android.
 Exporting for Android has fewer requirements than compiling Godot for Android.
 The following steps detail what is needed to set up the Android SDK and the engine.
 The following steps detail what is needed to set up the Android SDK and the engine.
 
 
+.. attention::
+
+    Projects written in C# using Godot 4 currently cannot be exported to Android.
+    To use C# on Android, use Godot 3 instead.
+
 Install OpenJDK 11
 Install OpenJDK 11
 ------------------
 ------------------
 
 

+ 5 - 0
tutorials/export/exporting_for_ios.rst

@@ -13,6 +13,11 @@ These are the steps to load a Godot project in Xcode. This allows you to
 build and deploy to an iOS device, build a release for the App Store, and
 build and deploy to an iOS device, build a release for the App Store, and
 do everything else you can normally do with Xcode.
 do everything else you can normally do with Xcode.
 
 
+.. attention::
+
+    Projects written in C# using Godot 4 currently cannot be exported to iOS.
+    To use C# on iOS, use Godot 3 instead.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 5 - 0
tutorials/export/exporting_for_web.rst

@@ -15,6 +15,11 @@ This requires support for `WebAssembly
 `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
 `SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
 in the user's browser.
 in the user's browser.
 
 
+.. attention::
+
+    Projects written in C# using Godot 4 currently cannot be exported to the
+    web. To use C# on web platforms, use Godot 3 instead.
+
 .. important:: Use the browser-integrated developer console, usually opened
 .. important:: Use the browser-integrated developer console, usually opened
                with :kbd:`F12`, to view **debug information** like JavaScript,
                with :kbd:`F12`, to view **debug information** like JavaScript,
                engine, and WebGL errors.
                engine, and WebGL errors.

+ 11 - 5
tutorials/scripting/c_sharp/c_sharp_basics.rst

@@ -27,6 +27,12 @@ step-by-step tutorial.
 C# is a high-level programming language developed by Microsoft. In Godot,
 C# is a high-level programming language developed by Microsoft. In Godot,
 it is implemented with .NET 6.0.
 it is implemented with .NET 6.0.
 
 
+.. attention::
+
+    Projects written in C# using Godot 4.x currently cannot be exported to
+    Android, iOS and web platforms. To use C# on those platforms, use Godot 3
+    instead.
+
 .. note::
 .. note::
 
 
     This is **not** a full-scale tutorial on the C# language as a whole.
     This is **not** a full-scale tutorial on the C# language as a whole.
@@ -114,16 +120,16 @@ In Visual Studio Code:
     If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
     If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
     for the C# tools plugin to work.
     for the C# tools plugin to work.
 
 
-To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in 
-the ``.vscode`` folder with the necessary configuration. An example configuration can be 
-found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ . 
-In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by 
+To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
+the ``.vscode`` folder with the necessary configuration. An example configuration can be
+found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
+In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
 changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
 changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
 executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
 executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
 
 
 .. note::
 .. note::
 
 
-    There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ 
+    There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
     Visual Studio Code extension, that is meant to make this setup easier and to provide further useful tools.
     Visual Studio Code extension, that is meant to make this setup easier and to provide further useful tools.
     But it is not yet updated to work with Godot 4.
     But it is not yet updated to work with Godot 4.