behaviour-tree-test/modules/mono
zinefer b8aeaf74dc Bugfix: Replace // with \\ before sending project path to MSBuild
On Windows with network shares, the project path starts with "//" which
MSBuild treats as a command-line switch, causing "Unknown switch"
errors. Replace the first two chars with "\\" to make it a proper UNC
path.
2026-02-08 20:02:17 -07:00
..
build_scripts CI: Enable Ruff preview options; bump version 2026-02-05 12:20:10 -06:00
doc_classes
editor Bugfix: Replace // with \\ before sending project path to MSBuild 2026-02-08 20:02:17 -07:00
glue Bump version to 4.7-dev 2026-01-26 17:40:46 +01:00
icons
mono_gd Don't right-align escaped newlines, e.g. for #define. This has previously led to long diffs in the commit history. 2026-02-04 19:31:28 +01:00
thirdparty [.NET] Require net9.0 for Android exports 2025-09-05 04:14:27 +02:00
utils Don't right-align escaped newlines, e.g. for #define. This has previously led to long diffs in the commit history. 2026-02-04 19:31:28 +01:00
.editorconfig
.gitignore
__init__.py
class_db_api_json.cpp Change ClassDB::get_class_list and related stuff. 2025-09-16 15:00:33 +08:00
class_db_api_json.h Style: Remove redundant DEBUG_METHODS_ENABLED 2025-05-15 13:09:41 -05:00
config.py
csharp_script.cpp Revert "Improve performance of CSharpLanguage::reload_assemblies" 2026-02-02 14:21:27 +01:00
csharp_script.h Revert "Improve performance of CSharpLanguage::reload_assemblies" 2026-02-02 14:21:27 +01:00
Directory.Build.props
Directory.Build.targets
global.json
godotsharp_defs.h
godotsharp_dirs.cpp Editor: Restructure editor code 2025-07-04 18:18:22 +02:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp
managed_callable.h Remove rw_lock.h and rb_map.h includes from object.h. 2025-10-05 23:29:04 +02:00
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp Core: Handle disabled class detection in ClassDB 2025-08-26 09:31:14 -05:00
register_types.h
SCsub
signal_awaiter_utils.cpp
signal_awaiter_utils.h

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