Ignacio Roldán Etcheverry
Ignacio Roldán Etcheverry
For anyone experiencing this issue, please include in your report the output from `dotnet --info`. If Godot is detecting a dotnet from a different location than the one that command...
Regarding the crash, I have some changes pending a PR which fix the crashes I experienced when failing to load the .NET runtime. But it seems more important for this...
To clarify, I consider this issue to be about OP's error: ``` ERROR: The host fxr folder does not exist: /usr/share/dotnet/host/fxr at: try_get_path_from_dotnet_root (modules/mono/editor/hostfxr_resolver.cpp:323) ``` If anyone is reporting here...
@baryluk Do you have the .NET 6 Sdk installed? If you can't get it through your package manager, you can download the tar file from here: https://dotnet.microsoft.com/en-us/download/dotnet/6.0 (choose your architecture...
It does include the following remark (it can be easily missed tho): > The Godot editor requires the .NET 6.0 SDK to be installed in order to use C#. The...
I'm closing this, as it works after installing the Sdk.
> Also, the crash on startup with no useful error message is far from optimal. Yes, as I said above, this is on the roadmap for 4.0. It's just not...
I will need some example script code to understand what this fixes.
Does the same console output issue exist when launching this way?: > As for Windows and Visual Studio, you must add the following to your `csproj` (or a `Directory.Build.props`): >...
Regarding the extension, it's only meant for Godot 3.x. Even for Godot 3.x the extension has not been working properly for a long time after switching to Sdk style projects....