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-
-
-Compiling with Mono
-===================
-
-
-Requirements
-------------
-
-- Mono 6.12.0 or greater
-- MSBuild
-- NuGet
-- **On Linux/macOS only:** pkg-config
-
-You may need to import necessary certificates for NuGet to perform HTTPS
-requests.
-
-The recommended method is to use **curl**'s CA (Certificate Authorities) certificate bundle.
-
-Run the following commands to download and import it. On Windows, you can run it
-from the Mono command line prompt (or the regular prompt if you added Mono's
-`bin` directory to your `PATH` environment variable)::
-
-    # If using PowerShell, replace `curl` with `curl.exe` below.
-    curl -LO https://curl.haxx.se/ca/cacert.pem
-    cert-sync --user cacert.pem
-
-Alternatively, you can use the following command, though it's deprecated and may not work correctly::
-
-    mozroots --import --sync
-
-Environment variables
----------------------
-
-By default, SCons will try to find Mono in the Windows Registry on Windows or
-via `pkg-config` on other platforms. You can specify a different installation
-directory by passing the `mono_prefix` command-line option to SCons; e.g.
-`scons [...] mono_prefix=%ProgramFiles%/Mono`.
-
-This is the directory that contains the subdirectories `include` and `lib`.
-
-Enable the Mono module
-----------------------
-
-By default, the Mono module is disabled when building. To enable it, add the
-option `module_mono_enabled=yes` to the SCons command line.
-
-Generate the glue
------------------
-
-Glue sources are the wrapper functions that will be called by managed methods.
-These source files must be generated before building your final binaries. In
-order to generate them, first, you must build a temporary Godot binary with the
-options `tools=yes` and `mono_glue=no`::
-
-    scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=no
-
-After the build finishes, you need to run the compiled executable with the
-parameter `--generate-mono-glue` followed by the path to an output directory.
-This path must be `modules/mono/glue` in the Godot directory::
-
-    <godot_binary> --generate-mono-glue modules/mono/glue
-
-This command will tell Godot to generate the file `modules/mono/glue/mono_glue.gen.cpp`,
-the C# solution for the Godot API at `modules/mono/glue/GodotSharp/GodotSharp/Generated`,
-and the C# solution for the editor tools at `modules/mono/glue/GodotSharp/GodotSharpEditor/Generated`.
-Once these files are generated, you can build Godot for all the desired targets
-without having to repeat this process.
-
-`<godot_binary )` refers to the tools binary you compiled above with the Mono
-module enabled. Its exact name will differ based on your system and
-configuration, but should be of the form
-`bin/godot.<platform>.tools.<bits>.mono`, e.g. `bin/godot.x11.tools.64.mono`
-or `bin/godot.windows.tools.64.mono.exe`. Be especially aware of the **.mono**
-suffix! If you've previously compiled Godot without Mono support, you might have
-similarly named binaries without this suffix. These binaries can't be used to
-generate the Mono glue.
-
-Notes
-^^^^^
-
-- **Do not build your final binaries with** `mono_glue=no`.
-  This disables C# scripting. This option must be used only for the temporary
-  binary that will generate the glue. Godot will print a warning at startup if
-  it was built without the glue sources.
-- The glue sources must be regenerated every time the ClassDB-registered API
-  changes. That is, for example, when a new method is registered to the
-  scripting API or one of the parameters of such a method changes.
-  Godot will print an error at startup if there is an API mismatch
-  between ClassDB and the glue sources.
-
-
-Rebuild with Mono glue
-----------------------
-
-Once you have generated the Mono glue, you can build the final binary with
-`mono_glue=yes`. This is the default value for `mono_glue`, so you can also
-omit it. To build a Mono-enabled editor::
-
-    scons p=<platform> tools=yes module_mono_enabled=yes mono_glue=yes
-
-And Mono-enabled export templates::
-
-    scons p=<platform> tools=no module_mono_enabled=yes mono_glue=yes
-
-If everything went well, apart from the normal output, SCons should have created
-the following files in the `bin` directory:
-
-- If you're not linking the Mono runtime statically, the build script will place
-  the Mono runtime shared library (`monosgen-2.0`) next to the Godot
-  binary in the output directory. Make sure to include this library when
-  distributing Godot. When targeting Android, no extra steps are required as
-  this library is automatically copied to `#platform/android/java/libs` and
-  Gradle takes care of the rest.
-- Unlike "classical" Godot builds, when building with the Mono module enabled
-  (and depending on the target platform), a data directory may be created both
-  for the editor and for export templates. This directory is important for
-  proper functioning and must be distributed together with Godot.
-  More details about this directory in
-  `Data directory<compiling_with_mono_data_directory )`.
-
-Examples
---------
-
-Example (Windows)
-^^^^^^^^^^^^^^^^^
-
-::
-
-    # Build temporary binary
-    scons p=windows tools=yes module_mono_enabled=yes mono_glue=no
-    # Generate glue sources
-    bin\godot.windows.tools.64.mono --generate-mono-glue modules/mono/glue
-
-    ### Build binaries normally
-    # Editor
-    scons p=windows target=release_debug tools=yes module_mono_enabled=yes
-    # Export templates
-    scons p=windows target=release_debug tools=no module_mono_enabled=yes
-    scons p=windows target=release tools=no module_mono_enabled=yes
-
-Example (X11)
-^^^^^^^^^^^^^
-
-::
-
-    # Build temporary binary
-    scons p=x11 tools=yes module_mono_enabled=yes mono_glue=no
-    # Generate glue sources
-    bin/godot.x11.tools.64.mono --generate-mono-glue modules/mono/glue
-
-    ### Build binaries normally
-    # Editor
-    scons p=x11 target=release_debug tools=yes module_mono_enabled=yes
-    # Export templates
-    scons p=x11 target=release_debug tools=no module_mono_enabled=yes
-    scons p=x11 target=release tools=no module_mono_enabled=yes
-
-.. _compiling_with_mono_data_directory:
-
-Data directory
---------------
-
-The data directory is a dependency for Godot binaries built with the Mono module
-enabled. It contains important files for the correct functioning of Godot. It
-must be distributed together with the Godot executable.
-
-Note:
- The information below doesn't apply for Android, iOS and WASM,
-          as there is no data directory for these platforms.
-
-Export templates
-^^^^^^^^^^^^^^^^
-
-The name of the data directory for an export template differs based on the
-configuration it was built with. The format is
-`data.mono.<platform>.<bits>.<target )`, e.g. `data.mono.x11.32.release_debug` or
-`data.mono.windows.64.release`.
-
-This directory must be placed with its original name next to the Godot export
-templates. When exporting a project, Godot will also copy this directory with
-the game executable but the name will be changed to `data_<APPNAME )`, where
-`<APPNAME )` is the application name as specified in the project setting
-`application/config/name`.
-
-In the case of macOS, where the export template is compressed as a ZIP archive,
-the contents of the data directory can be placed in the following locations
-inside the ZIP archive:
-
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Mono/lib` | `/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib` |
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Mono/etc` | `/osx_template.app/Contents/Resources/GodotSharp/Mono/etc`  |
-+-------------------------------------------------------+---------------------------------------------------------------+
-
-Editor
-^^^^^^
-
-The name of the data directory for the Godot editor will always be
-`GodotSharp`. The contents of this directory are the following:
-
-- `Api`
-- `Mono` (optional)
-- `Tools`
-
-The `Api` subdirectory contains the Godot API assemblies. On macOS, if the
-Godot editor is distributed as a bundle, the contents of the data directory may
-be placed in the following locations:
-
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Api`      | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Api`      |
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Mono/lib` | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib` |
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Mono/etc` | `<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc`  |
-+-------------------------------------------------------+---------------------------------------------------------------+
-| `bin/data.mono.<platform>.<bits>.<target>/Tools`    | `<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools`    |
-+-------------------------------------------------------+---------------------------------------------------------------+
-
-The `Mono` subdirectory is optional. It will be needed when distributing the
-editor, as issues can arise when the user-installed Mono version isn't identical
-to the one the Godot editor was built with. Pass `copy_mono_root=yes` to SCons
-when building the editor in order to create this folder and its contents.
-
-The `Tools` subdirectory contains tools required by the editor, like the
-`GodotTools` assemblies and its dependencies.
-
-Building the Mono runtime
--------------------------
-
-When building Godot for the desktop, you will likely use the pre-built Mono runtime
-that is installed on your system. This likely won't be the case when targeting other
-platforms like Android, iOS and WebAssembly. You will have to build the Mono runtime
-yourself for those platforms.
-
-We recommend using these `build scripts ( https://github.com/godotengine/godot-mono-builds )`.
-They simplify this process but also include some patches needed
-for proper functioning with Godot. See the README on the link above
-for instructions on how to use the scripts.
-
-Targeting Android
------------------
-
-Compiling the Android export templates with Mono is a bit simpler than it is for
-the desktop platforms, as there are no additional steps required after building.
-There is no need to worry about run-time dependencies like a data directory or
-the shared library (when dynamically linking) as those are automatically added
-to the Gradle project.
-
-Once you've built Mono, you can proceed to build Godot with the instructions
-described in this page and the
-`Compiling for Android( doc_compiling_for_android )` page.
-Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
-`scons [...] mono_prefix="$HOME/mono-installs/android-armeabi-v7a-release"`
-(This path may be different on your system).
-
-Targeting iOS
--------------
-
-Once you've built Mono, you can proceed to build Godot with the instructions
-described in this page and the
-`Compiling for iOS( doc_compiling_for_ios )` page.
-Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
-`scons [...] mono_prefix="$HOME/mono-installs/ios-arm64-release"`
-(This path may be different on your system).
-
-After building Godot for each architecture, you will notice SCons has
-copied the Mono libraries for each of them to the output directory:
-
-::
-
-    #bin/libmono-native.iphone.<arch>.a
-    #bin/libmonosgen-2.0.iphone.<arch>.a
-    #bin/libmonoprofiler-log.iphone.<arch>.a
-
-    #bin/libmono-ilgen.iphone.<arch>.a
-    #bin/libmono-ee-interp.iphone.<arch>.a
-    #bin/libmono-icall-table.iphone.<arch>.a
-
-The last three are only for iOS devices and are not available for the iOS simulator.
-
-These libraries must be put in universal (multi-architecture) "fat"
-files to be distributed with the export templates.
-
-The following bash script will create the "fat" libraries in the directory `#bin/ios/iphone-mono-libs`:
-
-::
-
-    mkdir -p bin/ios
-    mkdir -p bin/ios/iphone-mono-libs
-
-    lipo -create bin/libmonosgen-2.0.iphone.arm64.a bin/libmonosgen-2.0.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmonosgen-2.0.iphone.fat.a
-    lipo -create bin/libmono-native.iphone.arm64.a bin/libmono-native.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmono-native.iphone.fat.a
-    lipo -create bin/libmono-profiler-log.iphone.arm64.a bin/libmono-profiler-log.iphone.x86_64.a -output bin/ios/iphone-mono-libs/libmono-profiler-log.iphone.fat.a
-
-    # The Mono libraries for the interpreter are not available for simulator builds
-    lipo -create bin/libmono-ee-interp.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ee-interp.iphone.fat.a
-    lipo -create bin/libmono-icall-table.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-icall-table.iphone.fat.a
-    lipo -create bin/libmono-ilgen.iphone.arm64.a -output bin/ios/iphone-mono-libs/libmono-ilgen.iphone.fat.a
-
-The `iphone-mono-libs` folder must be distributed with the export templates.
-The Godot editor will look for the libraries in `<templates>/iphone-mono-libs/lib<name>.iphone.fat.a`.
-
-Targeting WebAssembly
----------------------
-
-Building for WebAssembly currently involves the same process regardless of whether the Mono module is enabled.
-
-Once you've built Mono, you can proceed to build Godot with the instructions
-described in this page and the
-`Compiling for the Web( doc_compiling_for_web )` page.
-Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.:
-`scons [...] mono_prefix="$HOME/mono-installs/wasm-runtime-release"`
-(This path may be different on your system).
-
-Base Class Library
-------------------
-
-The export templates must also include the BCL (Base Class Library) for each target platform.
-Godot looks for the BCL folder at `<templates>/bcl/<target_platform )`,
-where `<target_platform )` is the same name passed to the SCons `platform` option,
-e.g.: `<templates>/bcl/windows`, `<templates>/bcl/javascript`.
-
-Alternatively, Godot will look for them in the following locations:
-
-+-------------------+---------------------------------+
-|      Android      |  `<templates>/bcl/monodroid`  |
-+-------------------+---------------------------------+
-|        iOS        |  `<templates>/bcl/monotouch`  |
-+-------------------+---------------------------------+
-|    WebAssembly    |    `<templates>/bcl/wasm`     |
-+-------------------+---------------------------------+
-|  Linux and macOS  |   `<templates>/bcl/net_4_x`   |
-+-------------------+---------------------------------+
-|      Windows      | `<templates>/bcl/net_4_x_win` |
-+-------------------+---------------------------------+
-
-As of now, we're assuming the same BCL profile can be used for both Linux and macOS,
-but this may change in the future as they're not guaranteed to be the same
-(as is the case with the Windows BCL).
-
-If the target platform is the same as the platform of the Godot editor,
-then the editor will use the BCL it's running on (`<data_folder>/Mono/lib/mono/4.5`)
-if it cannot find the BCL in the export templates.
-
-AOT cross-compilers
--------------------
-
-To perform ahead-of-time (AOT) compilation for other platforms, Godot needs to have
-access to the Mono cross-compilers for that platform and architecture.
-
-Godot will look for the cross-compiler executable in the AOT compilers folder.
-The location of this folder is `<data_folder>/Tools/aot-compilers/`.
-
-In order to build the cross-compilers we recommend using these
-`build scripts ( https://github.com/godotengine/godot-mono-builds )`.
-
-After building them, copy the executable to the Godot AOT compilers directory. The
-executable name is `<triple>-mono-sgen`, e.g.: `aarch64-apple-darwin-mono-sgen`.
-
-Command-line options
---------------------
-
-The following is the list of command-line options available when building with
-the Mono module:
-
-- **module_mono_enabled**\ =yes | **no**
-
-  - Build Godot with the Mono module enabled.
-
-- **mono_glue**\ =\ **yes** | no
-
-  - Whether to include the glue source files in the build
-    and define `MONO_GLUE_DISABLED` as a preprocessor macro.
-
-- **mono_prefix**\ =path
-
-  - Path to the Mono installation directory for the target platform and architecture.
-
-- **mono_static**\ =yes | no
-
-  - Whether to link the Mono runtime statically.
-  - The default is **yes** for iOS and WASM, and **no** for other platforms.
-
-- **copy_mono_root**\ =yes | **no**
-
-  - Whether to copy the Mono framework assemblies
-    and configuration files required by the Godot editor.