godot: Mono: Exported projects don't include runtime assemblies from nuget packages for its platform
Godot version: 3.0.6, 3.1 Alpha Snapshot and Master
OS/device including version: Windows 10
Issue description: When you use a nuget package it’ll properly add the initial nuget package dll’s, but on export it doesn’t include the runtime dll’s (if they exist) in the assemblies folder.
Steps to reproduce:
- Create a new project that creates runtime libraries like sqlite
- Export project
- Notice that your app is asking about a missing dl
Minimal reproduction project:
Here’s my current project, it includes the packages folder to save time. You’ll notice inside the packages/sqlite core folder there’s a runtimes
folder with dll’s for each individual platform under linux-x64
osx-x64
win-x64
win-x32
. Inside includes the corresponding dll’s
https://g4mr.itch.io/brickhouse (30mb)
Notes
-
A workaround would be to manually check each package library and move the runtimes for each platform over to it’s appropriate folder.
-
Nuget packages with platform specific runtime libs have no problem running inside the editor.
About this issue
- Original URL
- State: open
- Created 6 years ago
- Comments: 15 (8 by maintainers)
Yes, this will be supported in 4.0.
Just found that this issue exists, as I was running into the same problem: https://github.com/godotengine/godot/issues/61313
@neikeq I hope this is on the roadmap for 4.0? It’s a pretty big showstopper problem for anyone that tries to use Godot with C# and external packages. Unfortunately, your proposed workaround of copying the native library files manually does not seem to work for macOS exports.