Mono build scripts for Godot
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Mono build scripts for Godot

This repository contains scripts for building the Mono runtime to use with Godot Engine

Command-line options

Requires Python 3.7 or higher

These scripts are based on the Mono sdks makefiles, with some changes to work well with Godot. Some platforms or targets depend on files from the sdks directory in the Mono source repository. This directory may be missing from tarballs. If that's the case, cloning the git repository may be needed. This table can be used to determine the branch for a specific version of Mono.

Run python SCRIPT.py --help for the full list of command line options.

By default, the scripts will install the resulting files to $HOME/mono-installs. A custom output directory can be specified with the --install-dir option.

When cross-compiling to Windows, --mxe-prefix must be specified. For example, with the mingw-w64 package installed on Ubuntu, one can pass --mxe-prefix=/usr.

A path to the Mono source tree must be provided with the --mono-sources option or with the MONO_SOURCE_ROOT environment variable:

export MONO_SOURCE_ROOT=$HOME/git/mono

Notes

  • Python 3.7 or higher is required.
  • Cross-compiling for macOS via osxcross is not yet supported.
  • Building on Windows is not supported. It's possible to use Cygwin or WSL (Windows Subsystem for Linux) but this hasn't been tested.

Desktop

# Build the runtimes for 32-bit and 64-bit Linux.
./desktop.py linux configure --target=i686 --target=x86_64
./desktop.py linux make --target=i686 --target=x86_64

# Build the runtimes for 32-bit and 64-bit Windows.
./desktop.py windows configure --target=i686 --target=x86_64 --mxe-prefix=/usr
./desktop.py windows make --target=i686 --target=x86_64 --mxe-prefix=/usr

# Build the runtime for 64-bit macOS.
./desktop.py osx configure --target=x86_64
./desktop.py osx make --target=x86_64

AOT cross-compilers for desktop platforms cannot be built with this script yet.

Android

Some patches may need to be applied to the Mono sources before building for Android. This can be done by running ./patch_mono.py.

# These are the default values. This step can be omitted if SDK and NDK root are in this location.
export ANDROID_SDK_ROOT=$HOME/Android/Sdk
export ANDROID_NDK_ROOT=$ANDROID_SDK_ROOT/ndk-bundle

# Build the runtime for all supported Android ABIs.
./android.py configure --target=all-runtime
./android.py make --target=all-runtime

# Build the AOT cross-compilers targeting all supported Android ABIs.
./android.py configure --target=all-cross
./android.py make --target=all-cross

# Build the AOT cross-compilers for Windows targeting all supported Android ABIs.
./android.py configure --target=all-cross-win --mxe-prefix=/usr
./android.py make --target=all-cross-win --mxe-prefix=/usr

The option --target=all-runtime is a shortcut for --target=armeabi-v7a --target=x86 --target=arm64-v8a --target=x86_64. The equivalent applies for all-cross and all-cross-win.

WebAssembly

Just like with Godot, an active Emscripten SDK is needed for building the Mono WebAssembly runtime.

Some patches may need to be applied to the Emscripten SDK before building Mono. This can be done by running ./patch_emscripten.py.

# Build the runtime for WebAssembly.
./wasm.py configure --target=runtime
./wasm.py make --target=runtime

AOT cross-compilers for WebAssembly cannot be built with this script yet.

Base Class library

# Build the Desktop BCL.
./bcl.py make --product=desktop

# Build the Desktop BCL for Windows.
./bcl.py make --product=desktop-win32

# Build the Android BCL.
./bcl.py make --product=android

# Build the WebAssembly BCL.
./bcl.py make --product=wasm

Reference Assemblies

./reference_assemblies.py install