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adding a section on using nuget packages.

Yusuke Tsutsumi 7 years ago
parent
commit
ca349bc43c
1 changed files with 21 additions and 2 deletions
  1. 21 2
      getting_started/scripting/c_sharp/c_sharp_basics.rst

+ 21 - 2
getting_started/scripting/c_sharp/c_sharp_basics.rst

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