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Provide proper generated C# bindings #386
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Automated Wrapper f/ C# |
I tried to generate C# bindings with Delsin-Yu's Generator. It will not work out of the box. So I had to customize and fix some things. That is also why I made the pull request against the 0.9 version, and not against the master. I don't want to have broken nightly builds because of the generator. scrolling through the original CSharp-Wrapper-Generator-for-GDExtension it has a couple of addons placed into the addons folder which apparently get all automatically generated I'm not sure if it is worth to provide terrain3D to them actually. I'll evaluate a couple of things. I don't want to put more work onto your shoulders and to have broken C# bindings automatically generated and no way to evaluate them is an issue. |
Example bindings for Terrain3D in #454 |
Not trying to be pushy or anything seeing as this is a free, open source project! I also work on open source in my free time so I know it is a ton of hard work! 💙 Having said that, I am curious why the readme claims |
@ChristopherHaws There's a whole page that shows you how to access it from other languages. We have many C# users. This issue documents that there are no bindings, and no process setup to automatically generate them. I don't use C# so am not going to maintain them manually. This issue will remain open until there's an automatic process to produce them. |
Description
Currently to access Terrain3Ds API from C# you need to go over ClassDB and other functions to convert between C# and Godot objects. This is not very convenient for cases like generated Terrain based on code.
This project here seems to have a class that can generate csharp bindings from the godot scripting API: https://github.com/DmitriySalnikov/godot_debug_draw_3d/blob/master/src/editor/generate_csharp_bindings.h
I think that could be integrated.
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