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Better C# documentation #268
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So I got a little further I think but I get a few errors in console:
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Duplicating every example and every docs in "C# mode" is not possible for me atm. Both in terms of available time since I don't regularly use C# in Godot, and also technically because my documentation system cannot have C#/GDScript tabs like Godot docs are doing. So for now you'll have to translate naming conventions from The errors you are getting are very strange... I wonder what on earth C# is doing here, but assuming you use the The base class binds godot_voxel/edition/voxel_tool.cpp Line 279 in 251d92d
Which corresponds to this implementation: godot_voxel/edition/voxel_tool.h Line 98 in 251d92d
Which in turn goes to godot_voxel/edition/voxel_tool.cpp Line 83 in 251d92d
godot_voxel/edition/voxel_tool_terrain.cpp Line 155 in 251d92d
Which is implemented. So I have no idea how you even get these errors Oo Which version of the module are you using? |
I managed to get the errors figured out I was being quite stupid. I still think it would be nice to keep this issue open even though you don't have the time to work on C# documentation/examples. I personally after I am more comfortable with C# would like to contribute a few C# examples and maybe some code examples to the docs if that is something you would be willing to accept? |
I'm not against C# examples, but the problem is, I have no idea how to present that properly in the docs next to GDScript examples. |
Perhaps everywhere there is a script or a code sample just have them one above each other with a subtitle that says GDScript: and CSharp: accordingly? |
So I got editing the terrain working I have moved onto to trying to get a generator script working. It works in editor if I temporarily turn on run stream in editor(then turn off after it is done generating) but if I try to actually launch the game it just crashes.
This is the code ^^^^ and here is the error's in console:
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Does the same code crashes in GDScript? I have absolutely no clue why it crashes here, other than C# "still being in beta stage" in Godot (not sure how tested multithreading is). The only issue I could find with such an error seems unrelated: godotengine/godot#45911 |
Yes that seems to be the only error I get when using c#. The code does not crash with gdscript. I would prefer not to use gdscript due to performance. Is gdnative another option worse case? I would still prefer to use c# if possible but as a backup option gdnative I would be ok with. Furthermore should I open up an issue on the godot github page? Or is this related to godot_voxel more? Edit: |
Yes, if you absolutely crave about performance at the cost of some of your sanity
If you can reproduce this by spinning up a thread in GDScript and calling a C# script from it, maybe. At least that's what my module does, it calls your script from a Godot
My guess is that when the game runs, Godot also tries to attach with its own debugger, and I think it does not support threading properly? |
Ok I reproduced with a simple script that just calls a function from C# that prints "hello" and it crashes with the same error so I will open an issue on the godot github Edit: |
I think you are onto something with debugging compiling for release it runs fine |
Hello! Firstly thanks for the amazing module! But I find the documentation overall for me at least be hard to follow. Which is fine with gdscript since there are so many examples. But recently I have started trying to get into C# and am having a lot of trouble getting anything done. Perhaps even just a simple example of editing voxels in C# would be nice? If I can get the hang of it before anyone else does it I would love to contribute to either the docs or an example.
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