RedworkDE 20eeb7c66d C#: Get singleton instances using the Core name 2 years ago
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build_scripts 063637ec77 Rename `float=64` SCons option to `precision=double` 2 years ago
doc_classes f9a67ee9da C#: Begin move to .NET Core 3 years ago
editor 20eeb7c66d C#: Get singleton instances using the Core name 2 years ago
glue 284a1b6a6e Bump version to 4.0.1-rc 2 years ago
icons a1d9c67f43 Optimize SVG using `svgcleaner --multipass` 4 years ago
mono_gd 6b050a3502 C#: Fix editor crashing without a message when .NET is not installed 2 years ago
thirdparty f784fb2000 C#: Replace libnethost dependency to find hostfxr 3 years ago
utils 312011fade Fix various typos with codespell 2 years ago
.editorconfig e5e7a795b1 C#: Code cleanup and greatly reduce use of C# pointers 3 years ago
.gitignore 340f62d1ec .NET: Generate SdkPackageVersions.props from version.py 3 years ago
Directory.Build.props d78e0a8426 C#: Make GodotSharp API a NuGet package 3 years ago
Directory.Build.targets fbea89d4f1 C#: Generate symbols packages 3 years ago
README.md 063637ec77 Rename `float=64` SCons option to `precision=double` 2 years ago
SCsub 39facb35a0 SCons: Unify tools/target build type configuration 3 years ago
__init__.py 270af6fa08 Re-write mono module editor code in C# 6 years ago
class_db_api_json.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
class_db_api_json.h d95794ec8a One Copyright Update to rule them all 2 years ago
config.py 39facb35a0 SCons: Unify tools/target build type configuration 3 years ago
csharp_script.cpp 782e1fe84e Validate that C# class names are valid identifiers 2 years ago
csharp_script.h bd5ab9f9b4 Remove unused `ScriptLanguage` methods 2 years ago
godotsharp_defs.h d95794ec8a One Copyright Update to rule them all 2 years ago
godotsharp_dirs.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
godotsharp_dirs.h d95794ec8a One Copyright Update to rule them all 2 years ago
interop_types.h d95794ec8a One Copyright Update to rule them all 2 years ago
managed_callable.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
managed_callable.h d95794ec8a One Copyright Update to rule them all 2 years ago
mono_gc_handle.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
mono_gc_handle.h d95794ec8a One Copyright Update to rule them all 2 years ago
register_types.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
register_types.h d95794ec8a One Copyright Update to rule them all 2 years ago
signal_awaiter_utils.cpp d95794ec8a One Copyright Update to rule them all 2 years ago
signal_awaiter_utils.h d95794ec8a One Copyright Update to rule them all 2 years ago

README.md

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:

    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:

    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double