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Merge pull request #7551 from Calinou/csharp-export-limitations
Document C# currently not being supported on Android, iOS and Web
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@@ -13,6 +13,11 @@ Exporting for Android
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Exporting for Android has fewer requirements than compiling Godot for Android.
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The following steps detail what is needed to set up the Android SDK and the engine.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to Android.
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To use C# on Android, use Godot 3 instead.
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Install OpenJDK 11
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------------------
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@@ -13,6 +13,11 @@ These are the steps to load a Godot project in Xcode. This allows you to
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build and deploy to an iOS device, build a release for the App Store, and
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do everything else you can normally do with Xcode.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to iOS.
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To use C# on iOS, use Godot 3 instead.
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Requirements
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------------
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@@ -15,6 +15,11 @@ This requires support for `WebAssembly
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`SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
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in the user's browser.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to the
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web. To use C# on web platforms, use Godot 3 instead.
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.. important:: Use the browser-integrated developer console, usually opened
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with :kbd:`F12`, to view **debug information** like JavaScript,
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engine, and WebGL errors.
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@@ -27,6 +27,12 @@ step-by-step tutorial.
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C# is a high-level programming language developed by Microsoft. In Godot,
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it is implemented with .NET 6.0.
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.. attention::
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Projects written in C# using Godot 4.x currently cannot be exported to
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Android, iOS and web platforms. To use C# on those platforms, use Godot 3
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instead.
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.. note::
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This is **not** a full-scale tutorial on the C# language as a whole.
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@@ -114,16 +120,16 @@ In Visual Studio Code:
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If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
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for the C# tools plugin to work.
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To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
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the ``.vscode`` folder with the necessary configuration. An example configuration can be
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found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
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In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
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To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
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the ``.vscode`` folder with the necessary configuration. An example configuration can be
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found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
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In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
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changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
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executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
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.. note::
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There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
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There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
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Visual Studio Code extension, that is meant to make this setup easier and to provide further useful tools.
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But it is not yet updated to work with Godot 4.
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