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Mono/C# support for HTML5 #20270
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FYI: some links on the Godot website link to outdated information about Mono -> WASM support. This appears to be the repository with the most active development and up-to-date information about the project. |
Moving to 3.2 milestone, for 3.1 the focus is on getting the desktop platforms in good shape, plus maybe Android support if we can figure out the buildsystem. |
Anything I can do to help progress this and other HTML5 related issues? |
Is this working in 3.2? |
I don't think that will work @DavidJVitale because I believe it would have trouble converting the godot API as those are just wrappers around the C++ code. It might be an idea to do IL2CPP using Brute then C++->Javascript through emscripten, although it's closed source while in development developers can request access to it? |
And Mono/C#: WebAssembly and LLVM support? |
Simple fix for godotengine#38627. iOS (godotengine#20268) and HTML5 (godotengine#20270) removed from list of exceptions for platforms supported in warning message.
Simple fix for godotengine#38627. iOS (godotengine#20268) and HTML5 (godotengine#20270) removed from list of exceptions for platforms supported in warning message. (cherry picked from commit 3d03be7)
Simple fix for godotengine#38627. iOS (godotengine#20268) and HTML5 (godotengine#20270) removed from list of exceptions for platforms supported in warning message. (cherry picked from commit 3d03be7)
Where can I track the progress on C# support for Godot 4? |
Bringing Mono/C# to the HTML5 platform will probably come only after #20267 and #20268, but opening this issue to keep track of what needs to be done and progress.
CC @neikeq
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