contributing/development/compiling/compiling_with_dotnet #201
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Something else not made clear is that the glue you make has to be from the exe you are going to build. Though I think it only comes up cause I did a double build. Was getting marshaling errors. Anyways, the solution. You can do a prebuild with the following scons build flag. mono_glue=no With that exe, you can then generate the glue, and build it with build_assemblies.py. Then build the exe again, but leave out the above flag. Now I finally have a mono double build of Godot that doesn't crash or throw exceptions. |
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When I run my exported project, I get a "unable to find the .NET assemblies directory" message. This seems to indicate a problem with the "data directory" mentioned on this page. It's not clear if this "data directory" should automatically be created by the export process, or if I need to manually copy some files from bin/GodotSharp, or what...? |
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contributing/development/compiling/compiling_with_dotnet
Requirements:.NET SDK 8.0+ You can use dotnet --info to check which .NET SDK versions are installed.. Enable the .NET module: By default, the .NET module is disabled when building. To enable it, ad...
https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_dotnet.html
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