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Merge pull request #10427 from raulsntos/dotnet/changes-in-4.4
C#: Update platform support for 4.4 and new minimum required TFM
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about/list_of_features.rst

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:ref:`C#: <toc-learn-scripting-C#>`
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- Packaged in a separate binary to keep file sizes and dependencies down.
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- Supports .NET 6 and higher.
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- Supports .NET 8 and higher.
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- Full support for the C# 10.0 syntax and features.
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- Full support for the C# 12.0 syntax and features.
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- Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
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and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS).
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- Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support for Android and iOS is also available.
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- On the Android platform only some architectures are supported: ``arm64`` and ``x64``.
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- On the iOS platform only some architectures are supported: ``arm64``.
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- The web platform is currently unsupported. To use C# on that platform,
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consider Godot 3 instead.

getting_started/step_by_step/scripting_languages.rst

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can download it on the Godot website's `download
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<https://godotengine.org/download/>`_ page.
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Since Godot uses .NET 6, in theory, you can use any third-party .NET library or
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Since Godot uses .NET 8, in theory, you can use any third-party .NET library or
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framework in Godot, as well as any Common Language Infrastructure-compliant
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programming language, such as F#, Boo, or ClojureCLR. However, C# is the only
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officially supported .NET option.

tutorials/scripting/c_sharp/c_sharp_basics.rst

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step-by-step tutorial.
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C# is a high-level programming language developed by Microsoft. In Godot,
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it is implemented with .NET 6.0.
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it is implemented with .NET 8.0.
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.. attention::
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tutorials/scripting/c_sharp/c_sharp_style_guide.rst

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Language specification
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----------------------
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Godot currently uses **C# version 10.0** in its engine and example source code,
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as this is the version supported by .NET 6.0 (the current baseline requirement).
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Godot currently uses **C# version 12.0** in its engine and example source code,
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as this is the version supported by .NET 8.0 (the current baseline requirement).
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So, before we move to a newer version, care must be taken to avoid mixing
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language features only available in C# 11.0 or later.
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language features only available in C# 13.0 or later.
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For detailed information on C# features in different versions, please see
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`What's New in C# <https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/>`_.

tutorials/scripting/c_sharp/index.rst

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C# platform support
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-------------------
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As of Godot 4.2 projects written in C# support all desktop platforms (Windows, Linux,
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and macOS), as well as Android and iOS.
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.. seealso::
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Android support is currently experimental and has a few limitations.
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See :ref:`doc_system_requirements` for hardware and software version
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requirements for the Godot engine.
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- Projects targeting Android need to target .NET 7.0 or higher. This requires
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modifying the `.csproj` file generated by Godot for existing projects.
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The following property is added to new projects created with 4.2 and can be
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added to existing projects:
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.. note::
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.. code-block:: xml
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Since C# projects use the .NET runtime, also check the system requirements
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for the version of .NET that you'll be using.
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See `supported OS <https://github.com/dotnet/core/tree/main/release-notes#supported-os>`_.
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
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Since Godot 4.2, projects written in C# support all desktop platforms (Windows, Linux,
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and macOS), as well as Android and iOS.
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- Only some Android architectures are supported: ``arm64`` and ``x64``.
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Android support is currently experimental.
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iOS support is currently experimental and has a few limitations.
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- Projects targeting iOS need to target .NET 8.0 or higher. This requires
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modifying the `.csproj` file generated by Godot for existing projects.
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The following property is added to new projects created with 4.2 and can be
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added to existing projects:
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.. code-block:: xml
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
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- The official export templates for the iOS simulator only supports the ``x64`` architecture.
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- Exporting to iOS can only be done from a MacOS device.

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