For exporting your games:- Windows - macOS - Linux, *BSD - Android - iOS - Web CSharp环境构建 对于我们jetbrains全家桶来说,肯定是使用Rider进行开发的,下载Rider然后根据提示安装环境即可,目前的默认支持为: Godot配置 从Godot官网下载所需版本,这里我们选择Godot Engine-.Net版本,然后解压,运行即可 这里有...
将csharp代码放入项目,将Unity专用的一些代码文件删除以及添加PUERTS_GENERAL宏 2. 按照mono官方提供的native plugin通信指引,将普洱的动态库放到指定位置。 3. 为godot环境编写适用的loader,让普洱能正常读取内置js文件。 笔者将尝试成功的项目传到了github,可以直接参考:github.com/puerts/puert 2. 直接使用社区贡献...
Script: 'res://area_2d.cs'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive).<C++ 错误> Method/function failed. Returning: false<C++ 源文件> modules/mono/csharp_script.cpp:2388 @ can_...
in this video, dynamically evaluate GDScript and C#, the Godot 4 chashed: CSharp_interpreter_in_Godot_4.2.2.mp4 Steps to reproduce download the MRP. open Godot 4 version(Godot 3 version is for comparison). run Main scene. click "run C#" button. Godot 4 crash, Godot 3 works. Minimal...
- [C#](https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp) - [Mono Debug](https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug) - [C# Tools for Godot](https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode) - [C/C++...
()isnotCSharpScriptgodotObject)returnfalse;varscriptType=_types.Find(t=>t.Name==godotObject.GetGlobalName());GD.Print(scriptType);if(scriptType==null)returnfalse;varfield=scriptType.GetField(name,BindingFlags.Public|BindingFlags.NonPublic|BindingFlags.Instance);if(field==null)returnfalse;var...
WorldTimer_ScriptMethods.generated.cs:38 @ bool WorldTimer.InvokeGodotClassMethod(Godot.NativeInterop.godot_string_name&, Godot.NativeInterop.NativeVariantPtrArgs, Godot.NativeInterop.godot_variant&)CSharpInstanceBridge.cs:24 @ Godot.NativeInterop.godot_bool Godot.Bridge.CSharpInstanceBridge.Call(nint, ...
<C++ 源文件> modules/mono/csharp_script.cpp:2388 @ can_instantiate() 脚本命名没有按照标准命名,比如player.cs,实际上要命名为Player.cs,首字母需要大写 3.检查器界面没有脚本导出的属性 用习惯unity,发现godot一直不出现导出的属性,以为是bug,后来才知道需要先build一下,这点unity还是可以的,热加载做的比较...
In the editor, create a new CSharp script at res://a/MyScript.cs. Open res://a/MyScript.cs in VSCode and replace the contents of the class with a comment like // Now you see me Return to Godot Editor and build. In the Editor's FileSystem move res://a/MyScript.cs to folder...
publicstaticGodotObjectUnmanagedGetManaged(IntPtrunmanaged){if(unmanaged==IntPtr.Zero)returnnull;IntPtrintPtr=NativeFuncs.godotsharp_internal_unmanaged_get_script_instance_managed(unmanaged,outvarr_has_cs_script_instance);if(intPtr!=IntPtr.Zero)return(GodotObject)GCHandle.FromIntPtr(intPtr).Target;if...