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Issue description:
The wiki page on conditional compilation for C# has a number of issues:
It says GODOT_SERVER is defined for dedicated server exports, but it's never defined.
It says GODOT_64 or GODOT_32 is defined in the editor and exports, but they're never defined.
It says GODOT_PC is defined only when exporting, but it's also defined in the editor.
It says the platform defines are "created from the get_name() method of the OS singleton" which is not true, as get_name() values have different casing, separate Linux and BSD, and uses "Web" rather than HTML5.
Additionally, there are some design problems:
No guarantee that the names won't change in the future.
Duplicate definitions such as GODOT_MACOS/GODOT_OSX, GODOT_WEB/GODOT_HTML5.
GODOT_32 and GODOT_64 are ambiguous between the OS architecture and the floating point accuracy.
There's no clear consensus on determining which export the game is running on, so I suggest a dedicated wiki page is created for this purpose.
Your Godot version:
4.2
Issue description:
The wiki page on conditional compilation for C# has a number of issues:
GODOT_SERVER
is defined for dedicated server exports, but it's never defined.GODOT_64
orGODOT_32
is defined in the editor and exports, but they're never defined.GODOT_PC
is defined only when exporting, but it's also defined in the editor.get_name()
method of the OS singleton" which is not true, asget_name()
values have different casing, separate Linux and BSD, and uses "Web" rather than HTML5.Additionally, there are some design problems:
GODOT_MACOS
/GODOT_OSX
,GODOT_WEB/GODOT_HTML5
.GODOT_32
andGODOT_64
are ambiguous between the OS architecture and the floating point accuracy.There's no clear consensus on determining which export the game is running on, so I suggest a dedicated wiki page is created for this purpose.
URL to the documentation page:
https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_features.html
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