Comments (20)
Everything works again via GodotObject.Call
, no native pointers, as in bindings for the engine. Therefore, I cannot guarantee high performance.
Bindings are generated manually by my generator.
The commit will be later (still no default values for the arguments).
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Nothing else is needed for my binding generator at the moment. After its release, I will wait for the official generator for GDExtension <=> C#
. I'm not really interested in participating in adding an official feature right now.
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I added a generator and updated the binaries. You can download the update here: https://github.com/DmitriySalnikov/godot_debug_draw_3d/archive/3c76608fd2409830bdbdd97a775d15ce5bef2202.zip
Also here the name DebugDraw
was changed to DebugDraw3D
and DebugDraw2D
.
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Well, after this line, the generation of bindings should happen
I think I know what the problem is, I'll fix it now
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updated libraries will be here https://github.com/DmitriySalnikov/godot_debug_draw_3d/actions/runs/6177991021
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Following this article, API generation for C# is planned in future versions.
Consuming APIs provided by a GDExtension is also currently unsupported. We’ll keep working on bridging the gap between GDExtension and C# in future 4.x releases.
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Possible to create C# binding for GDExtension?
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Are C# bindings now possible in GD 4.1?
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Officially, there is no such possibility, but I haven't tried to make my own bindings yet. I heard that there were problems when trying to use classes from GDExtension in C#. I do not know whether it was fixed or not.
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@DmitriySalnikov
I have done further GDExtension c# Binding. Not writing further to avoid Spanning impression
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I have done further GDExtension c# Binding
@GeorgeS2019 have you thought about starting to do PR for Godot with an API generator for GDExtension? Godot itself has this generator for a long time and it is used only when running with the --generate-mono-glue
argument. All that is needed, it seems to me, is to run this generator for GDExtension through the editor, put the generated sources in a separate folder, compile them into a separate DLL and add this DLL as "friendly" (so that it can use internal
classes) to the core of the Godot Mono library.
But, most likely, you need to create a godot-proposal
first and discuss how best to do it with the Godot core team.
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@DmitriySalnikov Thx for your encouragement
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@DmitriySalnikov I saw u resume this recently.
Are there still open issues?
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I replied to a PR that allows me to reload libraries without having to restart the editor. With it, I could run the editor 1 time and rebuild the library several times.
Unfortunately this has nothing to do with C#.
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@DmitriySalnikov
Native structures and pointers in c#
godotengine/godot-proposals#7024 (comment)
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Isn't it about adding support for NativeStucts
that were originally registered for GDExtension
?
Like AudioFrame
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I will speak to him again
He understands very in depth what are missing now but beyond my understanding
We are getting closer to the goal!
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Which Godot 4 version is used to open. It crashes using 4.2 Dev 4
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What do you mean?
The library is built for 4.1+
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Still trying to understand why the editor crashes using Godot4.2 Dev4
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Related Issues (20)
- [Bug]: Not working with Godot 4.1 RC1/2/3 HOT 22
- [Bug]: DebugDraw.draw_grid generates an error on Godot 4.0 HOT 2
- [Feature Request]: Web/WASM Support HOT 2
- API documents seems not work? HOT 4
- [Bug]: Duration in set_text doesn't seems to work HOT 2
- C# bindings generator HOT 8
- [Feature Request]: Viewport Scaling Visibility HOT 7
- [Feature Request]: iOS Support HOT 4
- [Bug]: weird constant high gpu usage anywhere in the editor HOT 8
- [Feature Request]: Drawing Planes HOT 4
- [Bug]: Macos Arm64 Support HOT 22
- [Bug]: Can't Draw In Viewports that use thier own worlds HOT 4
- [Feature Request]: DebugDraw2D should be visible on 2D viewport too HOT 6
- [Bug]: Rotation of DebugDraw3D.DrawBox() draws a warped/flattened box. HOT 5
- [Bug]: DebugDrawDefaultCanvas Control Node filters mouse input HOT 2
- [Bug]: DrawCylinder radius results in cylinders that are 2x as wide as they should be. HOT 2
- [Bug]: HOT 9
- [Feature Request]: Provide source code for the telemetry module HOT 3
- [Feature Request]: Set Render priority HOT 13
- [Feature Request]: Statically link libgcc and libstdc++ on linux HOT 2
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