godot: Mono: System.DllNotFoundException: System.Native assembly

Godot version: 3.2 beta2 mono

OS/device including version: windows 10

Issue description:

  • Build button missing
  • Editor -> Mono -> Build Tool Dropdown Missing &
  • The following spammed in console
Godot Engine v3.2.beta2.mono.official (c) 2007-2019 Juan Linietsky, Ariel Manzur & Godot Contributors.
 modules/mono/mono_gd/gd_mono_utils.cpp:344 - System.DllNotFoundException: System.Native assembly:<unknown assembly> type:<unknown type> member:(null)
 modules/mono/mono_gd/gd_mono_utils.cpp:344 - System.DllNotFoundException: System.Native assembly:<unknown assembly> type:<unknown type> member:(null)

Steps to reproduce:

  1. create new empty project

About this issue

  • Original URL
  • State: closed
  • Created 5 years ago
  • Reactions: 4
  • Comments: 20 (14 by maintainers)

Most upvoted comments

the problem is that mscorlib.dll is no longer portable and needs to be built for each platform. This will also give us some other headaches as well. I’m working on a way to fix this properly but it’s not entirely trivial.

mono.zip

Compiling from windows 10/vs build tools 2017 (which works fine) built against mono 6.6.0 (official), that’s the GodotSharp/Mono/etc/mono folder with all the configs in there. Maybe there’s something in there that isn’t in the existing config which is causing the issue?

Edit: Another thing I noticed is my local windows build has the libmono-btls-shared.dll while the one you provided doesn’t.

Building the editor from source using 6.6 works fine. I was using vs build tools 2017 + mono 6.6 64b. Too bad i get api mismatch with the templates else i’d just reupload an alternative binary for others to use.

It also fixes the missing “build” button & drop down in the editor menu for build tool. So I’m guessing cross compilation error for windows. System.Native.dll doesn’t exist on windows