Merge pull request #7551 from Calinou/csharp-export-limitations

Document C# currently not being supported on Android, iOS and Web
This commit is contained in:
Matthew
2023-07-04 07:51:18 -04:00
committed by Max Hilbrunner
parent d24042906e
commit 04a4e3a0a8
7 changed files with 43 additions and 13 deletions

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@@ -13,6 +13,11 @@ Exporting for Android
Exporting for Android has fewer requirements than compiling Godot for Android.
The following steps detail what is needed to set up the Android SDK and the engine.
.. attention::
Projects written in C# using Godot 4 currently cannot be exported to Android.
To use C# on Android, use Godot 3 instead.
Install OpenJDK 11
------------------

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@@ -13,6 +13,11 @@ These are the steps to load a Godot project in Xcode. This allows you to
build and deploy to an iOS device, build a release for the App Store, and
do everything else you can normally do with Xcode.
.. attention::
Projects written in C# using Godot 4 currently cannot be exported to iOS.
To use C# on iOS, use Godot 3 instead.
Requirements
------------

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@@ -15,6 +15,11 @@ This requires support for `WebAssembly
`SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
in the user's browser.
.. attention::
Projects written in C# using Godot 4 currently cannot be exported to the
web. To use C# on web platforms, use Godot 3 instead.
.. important:: Use the browser-integrated developer console, usually opened
with :kbd:`F12`, to view **debug information** like JavaScript,
engine, and WebGL errors.

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@@ -27,6 +27,12 @@ step-by-step tutorial.
C# is a high-level programming language developed by Microsoft. In Godot,
it is implemented with .NET 6.0.
.. attention::
Projects written in C# using Godot 4.x currently cannot be exported to
Android, iOS and web platforms. To use C# on those platforms, use Godot 3
instead.
.. note::
This is **not** a full-scale tutorial on the C# language as a whole.
@@ -114,16 +120,16 @@ In Visual Studio Code:
If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
for the C# tools plugin to work.
To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
the ``.vscode`` folder with the necessary configuration. An example configuration can be
found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
the ``.vscode`` folder with the necessary configuration. An example configuration can be
found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
.. note::
There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
Visual Studio Code extension, that is meant to make this setup easier and to provide further useful tools.
But it is not yet updated to work with Godot 4.