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: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information. (User)
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: Failed to unload assemblies. Please check https://github.com/godotengine/godot/issues/78513 for more information. (User)
That's what I was talking about in this comment.
So I don't think a pure C# implementation can work well with Godot. Instead I'm going to try to finish my native C++ GDExtension this month.
I'll also add a glyph ranges parameter to
ImGuiGD.AddFont
.