123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230 |
- .. _doc_compiling_with_mono:
- Compiling with Mono
- ===================
- .. highlight:: shell
- Requirements
- ------------
- - Mono 5.12.0 or greater
- - MSBuild
- - NuGet
- - pkg-config
- You may need to import necessary certificates for NuGet to perform HTTPS requests. You can do this
- with the following command (on Windows, you can run it from the Mono command line prompt):
- ::
- mozroots --import --sync
- Environment variables
- ---------------------
- By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms.
- You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons;
- e.g.: ``scons [...] mono_prefix=%ProgramFiles%/Mono``.
- This is the directory that contains the subdirectories ``include`` and ``lib``.
- Enable the Mono module
- ----------------------
- By default, the mono module is disabled for builds. To enable it you can pass the
- option ``module_mono_enabled=yes`` to your SCons command.
- Generate the glue
- -------------------
- The glue sources are the wrapper functions that will be called by managed methods. These source
- files must be generated before building your final binaries. In order to generate them, first,
- you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``:
- ::
- scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=no
- After the build finishes, you need to run the compiled executable with the parameter
- ``--generate-mono-glue`` followed by the path to an output directory. This path
- must be ``modules/mono/glue`` in the Godot directory.
- ::
- <godot_binary> --generate-mono-glue modules/mono/glue
- This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp``
- and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``.
- Once these files are generated, you can build Godot for all the desired targets without the need to repeat this process.
- ``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled.
- Its exact name will differ based on your system and configuration, but should be of the form
- ``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``.
- Be especially aware of the **.mono** suffix! If you compiled Godot without Mono support previously,
- you might have similarly named binaries without this suffix which can't be used to generate the Mono glue.
- Notes
- ^^^^^
- - **Do not** build your final binaries with ``mono_glue=no``. This disables C# scripting.
- This option must be used only for the temporary binary that will generate the glue.
- Godot will print a warning at startup if it was built without the glue sources.
- - The glue sources must be regenerated every time the ClassDB registered API changes. That is, for example,
- when a new method is registered to the scripting API or one of the parameter of such a method changes.
- Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources.
- Rebuild with Mono glue
- ----------------------
- Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``.
- This is the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:
- ::
- scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=yes
- And Mono-enabled export templates:
- ::
- scons p=<platform> tools=no module_mono_enabled=yes mono_glue=yes
- If everything went well, apart from the normal output SCons should have created the following files in the ``bin`` directory:
- - If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next
- next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android,
- no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and gradle takes care of the rest.
- - Unlike "classical" Godot builds, when building with the mono module enabled and depending of the target platform a data directory
- may be created both for the editor and for export templates. This directory is important for proper functioning and must be
- distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`.
- Examples
- --------
- Example (Windows)
- ^^^^^^^^^^^^^^^^^
- ::
- # Build temporary binary
- scons p=windows tools=yes module_mono_enabled=yes mono_glue=no
- # Generate glue sources
- bin\godot.windows.tools.64.mono --generate-mono-glue modules/mono/glue
- ### Build binaries normally
- # Editor
- scons p=windows target=release_debug tools=yes module_mono_enabled=yes
- # Export templates
- scons p=windows target=debug tools=no module_mono_enabled=yes
- scons p=windows target=release tools=no module_mono_enabled=yes
- Example (X11)
- ^^^^^^^^^^^^^
- ::
- # Build temporary binary
- scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
- # Generate glue sources
- bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
- ### Build binaries normally
- # Editor
- scons p=x11 target=release_debug tools=yes module_mono_enabled=yes
- # Export templates
- scons p=x11 target=debug tools=no module_mono_enabled=yes
- scons p=x11 target=release tools=no module_mono_enabled=yes
- .. _compiling_with_mono_data_directory:
- Data directory
- --------------
- The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files
- that are important for the correct functioning of Godot. It must be distributed together with the Godot executable.
- This information does not apply for ``Android`` as there is no data directory for that platform.
- Export templates
- ^^^^^^^^^^^^^^^^
- The name of the data directory for a export template differs based on the configuration it was built with.
- The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``.
- This directory must be placed with its original name next to the Godot export templates.
- When exporting a project, Godot will also copy this directory with the game executable but
- the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name
- as specified in the project setting ``application/config/name``.
- In the case of macOS, where the export template is compressed as a zip file, the
- contents of the data directory can be placed in the following locations inside the zip:
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Mono/lib`` | ``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Mono/etc`` | ``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- Editor
- ^^^^^^^^
- The name of the data directory for the Godot editor will always be ``GodotSharp``.
- The contents of this directory are the following:
- - ``Api``
- - ``Mono`` (optional)
- - ``Tools``
- The ``Api`` subdirectory contains the Godot API assemblies.
- In the case of macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Api`` | ``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Mono/lib`` | ``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Mono/etc`` | ``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- | ``bin/data.mono.<platform>.<bits>.<target>/Tools`` | ``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools`` |
- +-------------------------------------------------------+---------------------------------------------------------------+
- The ``Mono`` subdirectory is optional but will be needed when distributing the editor, as some issues might arise
- when the installed Mono version in the user's system is not be the same as the one the Godot editor was built with.
- Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents.
- The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies.
- Targeting Android
- -----------------
- Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms,
- as there are no additional steps required after building. There is no need to worry about any
- dependency like a data directory or the runtime shared library (when dynamically linking) as
- those are automatically added to the gradle project.
- Before building Godot you do need to cross compile the Mono runtime for the target architectures.
- We recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_.
- They simplify this process but also include some patches needed for proper functioning with Godot.
- Read the README for instructions on how to use the scripts.
- Once you've built Mono, you can proceed to build Godot with the instructions described
- in this page and the :ref:`Compiling for Android<doc_compiling_for_android>` page.
- Make sure to let SCons know about the location of the Mono runtime you just built:
- ``scons [...] mono_prefix=$HOME/mono-installs/android-armeabi-v7a-release``
- (This path may be different on your system depending on the options you used to build Mono).
- Command-line options
- --------------------
- The following is the list of command-line options available when building with the mono module:
- - **module_mono_enabled**: Build Godot with the mono module enabled ( yes | **no** )
- - **mono_glue**: Whether to include the glue source files in the build and define `MONO_GLUE_DISABLED` as a preprocessor macro ( **yes** | no )
- - **mono_prefix**: Path to the Mono installation directory for the target platform and architecture
- - **xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available ( yes | **no** )
- - **mono_static**: Whether to link the mono runtime statically ( yes | **no** )
- - **copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor ( yes | **no** )
|