diff --git a/getting_started/scripting/c_sharp/c_sharp_basics.rst b/getting_started/scripting/c_sharp/c_sharp_basics.rst index cbf910bff..8314e2ad1 100644 --- a/getting_started/scripting/c_sharp/c_sharp_basics.rst +++ b/getting_started/scripting/c_sharp/c_sharp_basics.rst @@ -141,29 +141,6 @@ version control system. ``.mono`` can be safely added to the ignore list of your When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate. -Note that currently, there are some issues where Godot and the C# project -don't stay in sync; if you delete, rename or move a C# script, the change -may not be reflected in the C# project file. -In cases like this, you will have to edit the C# project file manually. - -For example, if you created a script (e.g. ``Test.cs``) and delete it in Godot, -compilation will fail because the missing file is still expected to be there -by the C# project file. For now, you can simply open up the ``.csproj`` file -and look for the ``ItemGroup``, there should be a line included -like the following: - -.. code-block:: xml - :emphasize-lines: 2 - - - - - - -Simply remove that line and your project should build correctly again. -Same for renaming and moving things, simply rename and move them -in the project file if needed. - Example ------- @@ -224,15 +201,9 @@ you should be aware of when diving into C# in Godot, but if in doubt, also take a look over the official `issue tracker for Mono issues `_. -- As explained above, the C# project isn't always kept in sync automatically - when things are deleted, renamed or moved in Godot - (`#12917 `_). - Writing editor plugins is possible, but it is currently quite convoluted. - State is currently not saved and restored when hot-reloading, with the exception of exported variables. -- Exporting Mono projects is supported for desktop platforms - (Linux, Windows and macOS), Android, HTML5, and iOS. UWP is not currently supported. - (`#20271 `_). - Attached C# scripts should refer to a class that has a class name that matches the file name. - There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` @@ -242,6 +213,11 @@ take a look over the official the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation. + +As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms +(Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not +supported yet is UWP. + Performance of C# in Godot --------------------------