|
@@ -37,6 +37,13 @@ Platforms
|
|
|
Godot aims to be as platform-independent as possible and can be
|
|
|
:ref:`ported to new platforms <doc_custom_platform_ports>` with relative ease.
|
|
|
|
|
|
+.. note::
|
|
|
+
|
|
|
+ Projects written in C# using Godot 4 currently cannot be exported to iOS
|
|
|
+ and web platforms. To use C# on those platforms, consider Godot 3 instead.
|
|
|
+ Android platform support is available as of Godot 4.2, but is experimental
|
|
|
+ and :ref:`some limitations apply <doc_c_sharp_platforms>`.
|
|
|
+
|
|
|
Editor
|
|
|
------
|
|
|
|
|
@@ -429,12 +436,17 @@ Scripting
|
|
|
:ref:`C#: <toc-learn-scripting-C#>`
|
|
|
|
|
|
- Packaged in a separate binary to keep file sizes and dependencies down.
|
|
|
-- Uses .NET 6.
|
|
|
+- Supports .NET 6 and higher.
|
|
|
|
|
|
- Full support for the C# 10.0 syntax and features.
|
|
|
|
|
|
-- Supports Windows, Linux and macOS. Mobile/web platforms are currently
|
|
|
- unsupported. To use C# on mobile/web platforms, use Godot 3 instead.
|
|
|
+- Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
|
|
|
+ is also available (requires a .NET 7.0 project).
|
|
|
+
|
|
|
+ - On the Android platform only some architectures are supported: ``arm64`` and ``x64``.
|
|
|
+ - iOS and web platforms are currently unsupported. To use C# on those platforms,
|
|
|
+ consider Godot 3 instead.
|
|
|
+
|
|
|
- Using an external editor is recommended to benefit from IDE functionality.
|
|
|
|
|
|
**GDExtension (C, C++, Rust, D, ...):**
|