Open wenbingzhang opened 2 years ago
Similar to this question https://github.com/NLua/NLua/issues/407
csproj
<PropertyGroup>
<TargetFramework>net472</TargetFramework>
<Configurations>Debug;ExportDebug;ExportRelease;Release</Configurations>
<Platforms>AnyCPU</Platforms>
</PropertyGroup>
I am not familiar with Godot toolchain. But the Android so is included in the KeraLua nuget package
I have feedback on Godot https://github.com/godotengine/godot/issues/60167
I am not familiar with Godot toolchain. But the Android so is included in the KeraLua nuget package
Android is working properly now.
macos Mono' cannot call lib in' xxx.app/Contents/Frameworks' . Custom support "LuaLibraryName" is required to work properly.
Godot features https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_features.html
@viniciusjarina
Can I add it here?
https://github.com/NLua/KeraLua/blob/1b422ebd3451ccfa55331bb7b638d686de582b3b/src/NativeMethods.cs#L27
Godot define all start with "GODOT_xxxx"
See "define" in the detailed connection. https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_features.html
I don't understand, why do you have to build from source? Isn't mono embedding the latest version of Mono? It should work out of the box with the prebuilt NuGet don't ?
I don't understand, why do you have to build from source? Isn't mono embedding the latest version of Mono? It should work out of the box with the prebuilt NuGet don't ?
#if __IOS__ || __TVOS__ || __WATCHOS__ || __MACCATALYST__
private const string LuaLibraryName = "@rpath/liblua54.framework/liblua54";
#elif __ANDROID__
private const string LuaLibraryName = "liblua54.so";
#elif __MACOS__
private const string LuaLibraryName = "liblua54.dylib";
#elif WINDOWS_UWP
private const string LuaLibraryName = "lua54.dll";
#else
private const string LuaLibraryName = "lua54";
#endif
Because godot can't add these conditional compilation parameters, The final value is the default value.
I don't understand, why do you have to build from source? Isn't mono embedding the latest version of Mono? It should work out of the box with the prebuilt NuGet don't ?
#if __IOS__ || __TVOS__ || __WATCHOS__ || __MACCATALYST__ private const string LuaLibraryName = "@rpath/liblua54.framework/liblua54"; #elif __ANDROID__ private const string LuaLibraryName = "liblua54.so"; #elif __MACOS__ private const string LuaLibraryName = "liblua54.dylib"; #elif WINDOWS_UWP private const string LuaLibraryName = "lua54.dll"; #else private const string LuaLibraryName = "lua54"; #endif
Because godot can't add these conditional compilation parameters, The final value is the default value.
I misunderstood it.
😕 I still don't follow. I thought you could just do dotnet add package
https://godotengine.org/qa/118789/can-i-install-nuget-packages-in-the-c%23-version-of-godot on godot.
Also, if you are building from the source why can't you define <DefineConstants>__IOS__</DefineConstants>
?
😕 I still don't follow. I thought you could just do
dotnet add package
https://godotengine.org/qa/118789/can-i-install-nuget-packages-in-the-c%23-version-of-godot on godot.Also, if you are building from the source why can't you define
<DefineConstants>__IOS__</DefineConstants>
?
This has no effect.
"/usr/local/bin/dotnet" msbuild "/Users/xxxx/Documents/Project/Godot/test/Test.sln" /restore /t:Build "/p:Configuration=Debug" /v:normal "/l:GodotTools.BuildLogger.GodotBuildLogger,/Applications/Godot_mono.app/Contents/Resources/GodotSharp/Tools/GodotTools.BuildLogger.dll;/Users/xxxx/Library/Application Support/Godot/mono/build_logs/4b80f109a1a1ece08b7c9fb849e34cde_Debug" /p:GodotTargetPlatform=osx
正在将文件从“/Users/xxxx/.nuget/packages/nlua/1.6.0/lib/net46/NLua.dll”复制到“/Users/xxxx/Documents/Project/Godot/test/.mono/temp/bin/Debug/NLua.dll”。 正在将文件从“/Users/xxxx/.nuget/packages/keralua/1.3.1/lib/net46/KeraLua.dll”复制到“/Users/xxxx/Documents/Project/Godot/test/.mono/temp/bin/Debug/KeraLua.dll”。
Copy the dll of net46.
Godot_mono needs to export mac osx to have problems.
When exporting Android, lua runtimes could not be exported correctly. There is no IOS test.
https://github.com/godotengine/godot