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Document C# currently not being supported on Android, iOS and Web
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about/faq.rst

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@@ -81,12 +81,14 @@ the long run, for prototyping, developing Minimum Viable Products (MVPs), and
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focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable
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way of developing your games.
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Note that C# support is still relatively new, and as such, you may encounter some
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issues along the way. Our friendly and hard-working development community is always
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ready to tackle new problems as they arise, but since this is an open source project,
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we recommend that you first do some due diligence yourself. Searching through
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discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
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great way to start your troubleshooting.
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Note that C# support is still relatively new, and as such, you may encounter
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some issues along the way. C# support is also currently missing on Android, iOS
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and web platforms. Our friendly and hard-working development community is always
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ready to tackle new problems as they arise, but since this is an open source
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project, we recommend that you first do some due diligence yourself. Searching
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through discussions on
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`open issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Atopic%3Adotnet>`__
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is a great way to start your troubleshooting.
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As for new languages, support is possible via third parties with GDExtensions. (See the question
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about plugins below). Work is currently underway, for example, on unofficial bindings for Godot

about/list_of_features.rst

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@@ -433,7 +433,8 @@ Scripting
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- Full support for the C# 10.0 syntax and features.
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- Supports Windows, Linux and macOS.
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- Supports Windows, Linux and macOS. Mobile/web platforms are currently
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unsupported. To use C# on mobile/web platforms, use Godot 3 instead.
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- Using an external editor is recommended to benefit from IDE functionality.
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**GDExtension (C, C++, Rust, D, ...):**

getting_started/step_by_step/scripting_languages.rst

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As Microsoft's `C#
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<https://en.wikipedia.org/wiki/C_Sharp_(programming_language)>`_ is a favorite
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amongst game developers, we officially support it. C# is a mature and flexible
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language with tons of libraries written for it. We could add support for it
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language with tons of libraries written for it. We were able to add support for it
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thanks to a generous donation from Microsoft.
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.. image:: img/scripting_csharp.png
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in GDScript, C#, or C++ won't have a significant impact on
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performance.
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.. attention::
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Projects written in C# using Godot 4.x currently cannot be exported to
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Android, iOS and web platforms. To use C# on those platforms, use Godot 3
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instead.
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C++ via GDExtension
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~~~~~~~~~~~~~~~~~~~
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tutorials/export/exporting_for_android.rst

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Exporting for Android has fewer requirements than compiling Godot for Android.
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The following steps detail what is needed to set up the Android SDK and the engine.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to Android.
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To use C# on Android, use Godot 3 instead.
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Install OpenJDK 11
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------------------
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tutorials/export/exporting_for_ios.rst

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build and deploy to an iOS device, build a release for the App Store, and
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do everything else you can normally do with Xcode.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to iOS.
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To use C# on iOS, use Godot 3 instead.
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Requirements
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------------
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tutorials/export/exporting_for_web.rst

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`SharedArrayBuffer <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`_
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in the user's browser.
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.. attention::
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Projects written in C# using Godot 4 currently cannot be exported to the
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web. To use C# on web platforms, use Godot 3 instead.
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.. important:: Use the browser-integrated developer console, usually opened
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with :kbd:`F12`, to view **debug information** like JavaScript,
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engine, and WebGL errors.

tutorials/scripting/c_sharp/c_sharp_basics.rst

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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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.. attention::
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Projects written in C# using Godot 4.x currently cannot be exported to
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Android, iOS and web platforms. To use C# on those platforms, use Godot 3
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instead.
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.. note::
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This is **not** a full-scale tutorial on the C# language as a whole.
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If you are using Linux you need to install the `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
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for the C# tools plugin to work.
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To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
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the ``.vscode`` folder with the necessary configuration. An example configuration can be
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found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
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In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
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To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
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the ``.vscode`` folder with the necessary configuration. An example configuration can be
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found `here <https://github.com/godotengine/godot-csharp-vscode/issues/43#issuecomment-1258321229>`__ .
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In the ``tasks.json`` file, make sure the ``program`` parameter points to your Godot executable, either by
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changing it to the path of the executable or by defining a ``GODOT4`` environment variable that points to the
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executable. Now, when you start the debugger in Visual Studio Code, your Godot project will run.
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.. note::
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There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
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There is also a `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__
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Visual Studio Code extension, that is meant to make this setup easier and to provide further useful tools.
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But it is not yet updated to work with Godot 4.
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