Puppeteer
Emperor
I am every-so-slowly learning bits and pieces of the whole .NET/Mono/SDK/Nuget/whatevs development world. Something finally clicked for me, and for the first time I was able to successfully compile the C7 project .sln without using Godot.
I wasn't able to do that before, but before typing on about how I did it, I just tried a different way that I expected to fail, and it worked. So...I am again confused.
Well, I'll talk through my revelation, anyway: The compiler tools need a particular SDK, and in our case it seems to be the Godot.NET.Sdk/3.3.0 . I had previously tried fetching that with Nuget, but I recall failing to get the dotnet command to build the project from the cli.
But the nuget command is part of Mono, so my apparent epiphany was to use the mono nuget & msbuild tools to compile, and that worked. I thought I found a new thing. But then after starting this post I tried dotnet restore and dotnet build, and that worked, too, so I'm not sure why I had trouble before but it works now. Maybe it has something to do with the Visual-Studio-friendly changes? Just a wild guess.
Anyway, the real-world relevance of this is that I am confident we can do unit testing now, because if we can build from the cli then we can unit test from the cli.
Also, I'm a bit less confused about how Mono/.NET and Godot are working together.
As far as exporting/deploying I don't think this changes anything for us. I see no gain to avoiding Godot's export functionality only to try to compile and package things up ourselves. I just wanted the ability to run unit tests, and we seem to be there.
I guess another thing is that I'm now really, really, really confused about which bits of which SDK are used in compilation, and how much if any that differs between the dotnet cli, the mono cli tools, Visual Studio, and Godot's export command (which can use either dotnet's cli or mono cli tools).
I wasn't able to do that before, but before typing on about how I did it, I just tried a different way that I expected to fail, and it worked. So...I am again confused.
Well, I'll talk through my revelation, anyway: The compiler tools need a particular SDK, and in our case it seems to be the Godot.NET.Sdk/3.3.0 . I had previously tried fetching that with Nuget, but I recall failing to get the dotnet command to build the project from the cli.
But the nuget command is part of Mono, so my apparent epiphany was to use the mono nuget & msbuild tools to compile, and that worked. I thought I found a new thing. But then after starting this post I tried dotnet restore and dotnet build, and that worked, too, so I'm not sure why I had trouble before but it works now. Maybe it has something to do with the Visual-Studio-friendly changes? Just a wild guess.
Anyway, the real-world relevance of this is that I am confident we can do unit testing now, because if we can build from the cli then we can unit test from the cli.
Also, I'm a bit less confused about how Mono/.NET and Godot are working together.
As far as exporting/deploying I don't think this changes anything for us. I see no gain to avoiding Godot's export functionality only to try to compile and package things up ourselves. I just wanted the ability to run unit tests, and we seem to be there.
I guess another thing is that I'm now really, really, really confused about which bits of which SDK are used in compilation, and how much if any that differs between the dotnet cli, the mono cli tools, Visual Studio, and Godot's export command (which can use either dotnet's cli or mono cli tools).