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@@ -42,13 +42,35 @@ C# platform support
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As of Godot 4.2 projects written in C# support all desktop platforms (Windows, Linux,
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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. Android support is currently experimental and has a few
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-limitations.
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+and macOS), as well as Android and iOS.
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-- Projects targeting Android need to be created using .NET 7.0 or higher. This requires
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- modifying the `.csproj` file generated by Godot.
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+Android support is currently experimental and has a few limitations.
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+
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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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+
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+ .. code-block:: xml
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+
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+ <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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- Only some Android architectures are supported: ``arm64`` and ``x64``.
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- Only some Android architectures are supported: ``arm64`` and ``x64``.
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-Currently, projects written in C# cannot be exported to iOS and web platforms. To use C#
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-on those platforms, consider Godot 3 instead.
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+iOS support is currently experimental and has a few limitations.
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+
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+- Projects targeting iOS need to target .NET 8.0 or higher. This requires
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+ modifying the `.csproj` file generated by Godot for existing projects.
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+ The following property is added to new projects created with 4.2 and can be
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+ added to existing projects:
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+
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+ .. code-block:: xml
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+
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+ <TargetFramework Condition=" '$(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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+
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+- Exporting to iOS can only be done from a MacOS device.
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+
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+Currently, projects written in C# cannot be exported to the web platform. To use C#
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+on that platform, consider Godot 3 instead.
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