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@@ -42,33 +42,24 @@ C# API may be different from GDScript.
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C# platform support
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-------------------
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-As of Godot 4.2 projects written in C# support all desktop platforms (Windows, Linux,
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-and macOS), as well as Android and iOS.
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+.. seealso::
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-Android support is currently experimental and has a few limitations.
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+ See :ref:`doc_system_requirements` for hardware and software version
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+ requirements for the Godot engine.
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-- Projects targeting Android need to target .NET 7.0 or higher. This requires
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- modifying the `.csproj` file generated by Godot for existing projects.
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- The following property is added to new projects created with 4.2 and can be
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- added to existing projects:
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+.. note::
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- .. code-block:: xml
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+ Since C# projects use the .NET runtime, also check the system requirements
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+ for the version of .NET that you'll be using.
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+ See `supported OS <https://github.com/dotnet/core/tree/main/release-notes#supported-os>`_.
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- <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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+Since Godot 4.2, projects written in C# support all desktop platforms (Windows, Linux,
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+and macOS), as well as Android and iOS.
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-- Only some Android architectures are supported: ``arm64`` and ``x64``.
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+Android support is currently experimental.
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iOS support is currently experimental and has a few limitations.
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-- Projects targeting iOS need to target .NET 8.0 or higher. This requires
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- modifying the `.csproj` file generated by Godot for existing projects.
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- The following property is added to new projects created with 4.2 and can be
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- added to existing projects:
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-
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- .. code-block:: xml
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-
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- <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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-
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- The official export templates for the iOS simulator only supports the ``x64`` architecture.
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- Exporting to iOS can only be done from a MacOS device.
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