RedworkDE

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It refers to Microsoft's docs page that was linked a bit further up: https://learn.microsoft.com/en-us/dotnet/standard/assembly/unloadability#troubleshoot-unloadability-issues Also all these really also have to apply to the library, but for most libraries there...

You also seem to be using generic `Node`s which also cause issues in some cases, see https://github.com/godotengine/godot/pull/79007

`ERROR: Mono: Core API hash mismatch.` Looks like the template executable has a different version than the editor, ensure that the editor, export template and csproj all have the same...

diff for the c# binding when not making the getter/setter of properties with PROPERTY_USAGE_INTERNAL internal: 500 line diff / 54 affected methods hidden here ```diff diff --git a/GodotSharp/Generated/GodotObjects/ConcavePolygonShape3D.cs b/GodotSharp/Generated/GodotObjects/ConcavePolygonShape3D.cs index...

What commit did you compile? Are you sure that you actually built the latest master from this repo? It should be `v4.1.dev.mono.custom_build [0291fcd7b]`

Also the formatting of the code in general doesn't meet the style guidelines either, so that is just just going to fail CI next, run `dotnet format` on the files...

@taehong99 The class ref for this is in `docs/classes/SurfaceTool.xml`. Just find the related bits for this issue and insert appropriate notes and maybe correct any C# code examples that probably...

> Does this already work? I'm looking to test C# on Android ASAP :O Yes, this does already work in its current state. > If so, are there any guides...

This currently works by simply specifying the `android-arm64` rid for publishing, and then the output then includes a `libhostfxr.so` that takes care of everything like on the other platforms. As...

Before I forget to comment again: - `UseMonoRuntime=true` this makes it possible to publish for android with all 4 architectures supported by godot, but those exports use the mono runtime...