Godot-Mono
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 VSCode as External Editor in Godot 4
Click Editor [top menu] -> Editor Settings [menu item] -> General [Tab] -> Text Editor [Category] -> External [Sub-Category]:
- Exec Path -> Add the output of
which code, on my case would be:/etc/profiles/per-user/REPLACE-USERNAME/bin/code - Exec Flags ->
{project} --goto {file}:{line}:{col} - Use External Editor ->
On