Comments (3)
I was able to get past this by adding this stuff to my csproj:
<LangVersion>11.0</LangVersion>
<AnalysisMode>Recommended</AnalysisMode>
<AvaloniaUseCompiledBindingsByDefault>true</AvaloniaUseCompiledBindingsByDefault>
<IsPackable>false</IsPackable>
Not sure which one fixed it (probably the avalonia one?), but the project builds. The designer still won't work. It's looking in the wrong directory for the dll (the .godot folder instead of the actual bin). Still trying to figure that one out. It happens in my project and the sample projects.
from estragonia.
Thanks for the report, it's <LangVersion>11.0</LangVersion>
that fixes it.
Estragonia targets C# 11, which has a breaking change regarding ref structs escape analysis. Projects targeting C# 10 (which is the default for net6.0 projects generated by Godot) are unable to call the method.
I'll change the target language level used by the library to C# 10 for now, as C# 11 isn't really needed. With this change, consuming projects can be either C# 10 or 11 and it'll work.
Regarding the previewer, which IDE are you using with which plugin? I just tested:
- Fresh git clone of Estragonia
- Open the GameMenu.sln sample in VS2022 with AvaloniaVS installed
- Build the solution
- The designer shows without any issue
Same thing with Rider with AvaloniaRider.
What error do you get?
Note that the Godot SDK sets the project output path to .godot\mono\temp\bin
so it's normal for the assemblies to be searched there. It should be completely transparent to the previewer, which uses whatever output path is configured.
Would you mind opening another issue or discussion regarding the previewer to keep it separate from the C# errors?
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Fixed in 1.0.1: please update if you don't want to have to target C# 11.
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