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Godot 3.2 C#: failed to build project solution #36531
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I'm not entirely sure how you got your project into the state, but the |
As I said, All those operations(rename and delete) are done in Godot. |
If you did a file rename then it's likely a duplicate of #12917. I'm afraid Godot is still a little buggy when keeping |
I see. |
Does any C# project work on your system, such as the demo projects? Do you have Mono installed? |
@aaronfranke I just installed godot_mono. |
What is the actual build error? It should be shown in the debugger when you over the "callback failed" message. If it refers to missing .NET Framework 4.7, be sure to install that. |
Well, they're on Mac, so I doubt they could install a Windows-only library. |
¯\_(ツ)_/¯ |
@akien-mga No, there is no useful message. |
@zwz There is a note: However, you are not the only person who has had this issue. I help several people each week on Discord set up Godot with Mono, and the issue is usually because they don't have Mono installed, or they are using and outdated version of Mono. @akien-mga Please check your Discord DMs, this needs to be made more obvious somehow, far too many people are missing the requirements. |
Maybe still an issue. |
@zwz The minimal reproduction project you posted does contain entries in the Also, I highly recommend that you use ASCII characters for file names. Your project didn't unzip properly on my system since it changed |
Thank you for your file naming suggestion. What I mean is that after I remove all the references from |
If you are using the Mono version of Godot, and the project has a C# solution generated, then you need to have Mono/etc installed in order for it to run. This is expected behavior. If you don't wish to use C# in your project, you can either delete all of the C# files, or open the project with a non-Mono version of Godot, which will ignore the C# solution file. Really, if you don't wish to have Mono/etc installed, you should just use the non-Mono version since it doesn't require Mono. I will close this since it's not a Godot bug. It is possible that some things can be made clearer, like on the website, but the Godot developers are already aware of this kind of thing and there's not really any specific actionable proposals listed here. |
Godot version:
Godot 3.2
OS/device including version:
macOS Mojave 10.14.5
Issue description:
When I click to build/run, a build error modal pops up, saying: failed to build project solution.
Steps to reproduce:
I cannot remember the steps, but here is what I did in general:
Minimal reproduction project:
Godot.zip
The text was updated successfully, but these errors were encountered: