Godot-Mono: Difference between revisions
Initial migration of article from Godot to Godot-Mono. |
→Configuring VSCode Editor for Godot-Mono (C#): Current working solution for Godot C# |
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As Godot editor has poor support for C#, VSCode editor is recommended. | As Godot editor has poor support for C#, VSCode editor is recommended. | ||
You can install and configure VSCode as such: | |||
programs.vscode = { | programs.vscode = { | ||
enable = true; | enable = true; | ||
package = pkgs. | # `pkgs.vscodium` is unsupported by "C# Dev Kit" VSCode extension which demands [https://marketplace.visualstudio.com/items/ms-dotnettools.csdevkit/license Microsoft license] compliance. | ||
package = pkgs.vscode; | |||
profiles.default = { | profiles.default = { | ||
" | "csharp.toolsDotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; | ||
"dotnetAcquisitionExtension.sharedExistingDotnetPath" = "${pkgs.dotnet- | "dotnetAcquisitionExtension.sharedExistingDotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; | ||
"dotnetAcquisitionExtension.existingDotnetPath" = [ | "dotnetAcquisitionExtension.existingDotnetPath" = [ | ||
{ | |||
"extensionId" = "ms-dotnettools.csharp"; | |||
"path" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; | |||
} | } | ||
{ | { | ||
"extensionId" = "ms-dotnettools.csdevkit"; | |||
"path" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; | |||
} | } | ||
{ | |||
"extensionId" = "woberg.godot-dotnet-tools"; | |||
"path" = "${pkgs.dotnet-sdk_8}/bin/dotnet"; # Godot-Mono uses DotNet8 version. | |||
} | |||
]; | ]; | ||
"godotTools.lsp.serverPort" = 6005; # port should match your Godot configuration | |||
"omnisharp" = { # OminiSharp is a custom [[wikipedia:Language_Server_Protocol|LSP]] for C# | |||
"path" = "${pkgs.omnisharp-roslyn}/bin/OmniSharp"; | |||
"sdkPath" = "${pkgs.dotnet-sdk_9}"; | |||
"dotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; | |||
}; | |||
extensions = with pkgs.vscode-extensions; [ | extensions = with pkgs.vscode-extensions; [ | ||
geequlim.godot-tools # For Godot GDScript | geequlim.godot-tools # For Godot GDScript support | ||
woberg.godot-dotnet-tools # For Godot C# support | |||
ms-dotnettools.csdevkit | ms-dotnettools.csdevkit | ||
ms-dotnettools.csharp | ms-dotnettools.csharp | ||
Line 38: | Line 50: | ||
]; | ]; | ||
}; | }; | ||
home.packages = [ | |||
dotnetCorePackages.dotnet_9.sdk # For Godot-Mono VSCode-Extension CSharp | |||
]; | |||
# The proposed solution above requires .Net SDK to be broadly available in the host. | |||
# Code is ugly but works. Ideally we should find a better solution to this. | |||
# If you wonder why solution got so complex, test VSCode extensions as immutable, | |||
# using flag "programs.vscode.mutableExtensionsDir = false". (No external downloads.) | |||
Configure Godot's '''Editor → Editor Settings''' menu: | Configure Godot's '''Editor → Editor Settings''' menu: | ||
Revision as of 20:02, 11 April 2025
Godot-Mono is Godot's game engine supporting C# language for creating both 2D and 3D games.
Installation
Add pkgs.godot-mono
(GDScript + C#) to environment.systemPackages
.
Export Templates
On Godot upgrade, the new export template version can be automatically provisioned this way:
home.file.".local/share/godot/export_templates/${builtins.replaceStrings [ "-" ] [ "." ] pkgs.godot-mono_4-export-templates.version}".source = pkgs.godot-mono_4-export-templates;
Note: `pkgs.godot-mono_4-export-templates` package is still pending in nixpkgs.
Configuring VSCode Editor for Godot-Mono (C#)
As Godot editor has poor support for C#, VSCode editor is recommended.
You can install and configure VSCode as such:
programs.vscode = { enable = true; # `pkgs.vscodium` is unsupported by "C# Dev Kit" VSCode extension which demands Microsoft license compliance. package = pkgs.vscode; profiles.default = { "csharp.toolsDotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; "dotnetAcquisitionExtension.sharedExistingDotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; "dotnetAcquisitionExtension.existingDotnetPath" = [ { "extensionId" = "ms-dotnettools.csharp"; "path" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; } { "extensionId" = "ms-dotnettools.csdevkit"; "path" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; } { "extensionId" = "woberg.godot-dotnet-tools"; "path" = "${pkgs.dotnet-sdk_8}/bin/dotnet"; # Godot-Mono uses DotNet8 version. } ]; "godotTools.lsp.serverPort" = 6005; # port should match your Godot configuration "omnisharp" = { # OminiSharp is a custom LSP for C# "path" = "${pkgs.omnisharp-roslyn}/bin/OmniSharp"; "sdkPath" = "${pkgs.dotnet-sdk_9}"; "dotnetPath" = "${pkgs.dotnet-sdk_9}/bin/dotnet"; }; extensions = with pkgs.vscode-extensions; [ geequlim.godot-tools # For Godot GDScript support woberg.godot-dotnet-tools # For Godot C# support ms-dotnettools.csdevkit ms-dotnettools.csharp ms-dotnettools.vscode-dotnet-runtime ]; }; home.packages = [ dotnetCorePackages.dotnet_9.sdk # For Godot-Mono VSCode-Extension CSharp ]; # The proposed solution above requires .Net SDK to be broadly available in the host. # Code is ugly but works. Ideally we should find a better solution to this. # If you wonder why solution got so complex, test VSCode extensions as immutable, # using flag "programs.vscode.mutableExtensionsDir = false". (No external downloads.)
Configure Godot's Editor → Editor Settings menu:
- Set Dotnet -> Editor -> External Editor to Visual Studio Code.
Configure Godot 4 for External VSCode Integration
Click Editor [top menu] -> Editor Settings [menu item] -> General [Tab] -> Text Editor [Category] -> External [Sub-Category]:
- Exec Path -> Add the output of
which codium
, on my case would be:/etc/profiles/per-user/REPLACE-USERNAME/bin/codium
- Exec Flags ->
{project} --goto {file}:{line}:{col}
- Use External Editor ->
On