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diff --git a/modules/mono/README.md b/modules/mono/README.md new file mode 100644 index 0000000000..ebbc6b0f80 --- /dev/null +++ b/modules/mono/README.md @@ -0,0 +1,45 @@ +# 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: + ```sh + <godot_binary> --generate-mono-glue ./modules/mono/glue + ``` +3. Build the C# solutions: + ```sh + ./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: + +```sh +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: + +```sh +./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. |