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@@ -141,29 +141,6 @@ version control system. ``.mono`` can be safely added to the ignore list of your
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When troubleshooting, it can sometimes help to delete the ``.mono`` folder
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and let it regenerate.
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Note that currently, there are some issues where Godot and the C# project
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don't stay in sync; if you delete, rename or move a C# script, the change
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may not be reflected in the C# project file.
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In cases like this, you will have to edit the C# project file manually.
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For example, if you created a script (e.g. ``Test.cs``) and delete it in Godot,
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compilation will fail because the missing file is still expected to be there
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by the C# project file. For now, you can simply open up the ``.csproj`` file
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and look for the ``ItemGroup``, there should be a line included
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like the following:
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.. code-block:: xml
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:emphasize-lines: 2
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<ItemGroup>
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<Compile Include="Test.cs" />
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<Compile Include="AnotherTest.cs" />
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</ItemGroup>
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Simply remove that line and your project should build correctly again.
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Same for renaming and moving things, simply rename and move them
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in the project file if needed.
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Example
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-------
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@@ -224,15 +201,9 @@ you should be aware of when diving into C# in Godot, but if in doubt, also
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take a look over the official
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`issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
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- As explained above, the C# project isn't always kept in sync automatically
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when things are deleted, renamed or moved in Godot
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(`#12917 <https://github.com/godotengine/godot/issues/12917>`_).
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- Writing editor plugins is possible, but it is currently quite convoluted.
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- State is currently not saved and restored when hot-reloading,
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with the exception of exported variables.
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- Exporting Mono projects is supported for desktop platforms
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(Linux, Windows and macOS), Android, HTML5, and iOS. UWP is not currently supported.
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(`#20271 <https://github.com/godotengine/godot/issues/20271>`_).
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- Attached C# scripts should refer to a class that has a class name
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that matches the file name.
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- There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
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@@ -242,6 +213,11 @@ take a look over the official
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the API is expecting the original ``snake_case`` version ``add_child``. However, you
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can use any custom properties or methods without this limitation.
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As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
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(Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
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supported yet is UWP.
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Performance of C# in Godot
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--------------------------
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