Patrick Dawson
Patrick Dawson
Sorry for the delay, it took me forever to get around to writing even basic docs. I still have some work to do on other features, but the in-editor GUI...
Yeah there's a new GDExtension API in Godot 4.1, so that's the minimum version.
To configure the native plugin, you can set the config resource on the `ImGuiGodot` node in `res://addons/imgui-godot-native/ImGuiGodot.tscn`. I need to document that. I originally intended to have it use the...
That sounds like it's probably a problem with my code. But I can't reproduce it on Windows 11 or macOS 14, with .NET 7. Which OS and .NET SDK are...
@lihaochen910 Sure, I'd love to hear any details, or see the code if you want to share it. I'm still working on a rewrite of the native GDExtension, which would...
Implemented in v5.0.0
The problem with this approach is that if I make any change to the C# code and rebuild while the editor is running, I get the error: `modules/mono/mono_gd/gd_mono.cpp:528 - .NET:...
Implemented in-editor GUI and glyph ranges parameter in v5.0.0
Implemented `ImGuiGD.SetMainViewport()` in v5.1.0 https://github.com/pkdawson/imgui-godot/blob/a9217944e6e660084ebf32b702d2f6301b299c9a/src/ThirdNode.cs#L11-L12 I borrowed the gui_in_3d demo scene and made only some cosmetic changes, the GDScript for handling input is identical.
Implemented `ImGuiGD.SetMainViewport()` in v5.1.0 https://github.com/pkdawson/imgui-godot/blob/a9217944e6e660084ebf32b702d2f6301b299c9a/src/MyNode.cs#L44-L53