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@@ -40,7 +40,7 @@ While Godot does have its own scripting editor, its support for C# is kept
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minimal, and it's recommended that you use an external IDE or editor, such as
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Microsoft Visual Studio Code, or MonoDevelop, which provide auto-completion,
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debugging and other features useful when working with C#.
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-To set it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll
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+To set it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll
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down to the bottom, to the ``Mono`` settings. Under Mono click on ``Editor``,
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and on that page choose your external editor of choice.
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@@ -82,7 +82,7 @@ Simply remove that line and your project should now again build fine. Same for r
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Example
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-------
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-Here's a blank C# script with some comments to demonstrate how it works.
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+Here's a blank C# script with some comments to demonstrate how it works.
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.. code-block:: csharp
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@@ -142,3 +142,22 @@ Performance of C# in Godot
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According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, performance of C# in Godot - while generally in the same order of magnitude - is roughly **~4x** that of GDScript in some naive cases.
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For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads.
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C# is faster, but requires some expensive marshalling when talking to Godot.
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+
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+Using Nuget Packages in Godot
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+-----------------------------
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+
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+`Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot,
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+as with any project. Many IDEs (such as vs code) can add packages directly. They
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+can also be added manually by adding the package reference in the .csproj file
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+located in the project root:
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+
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+ <ItemGroup>
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+ <PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
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+ </ItemGroup>
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+ ...
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+ </Project>
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+
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+
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+Then using the dotnet command line to restore package, in the project root:
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+
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+ $ dotnet restore
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