From 77dd06134504ce68cc79b879c4a28d76a2c975f8 Mon Sep 17 00:00:00 2001 From: Ignacio Etcheverry Date: Wed, 18 Mar 2020 17:40:04 +0100 Subject: Mono/C#: Add iOS support Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor. --- modules/mono/mono_gd/gd_mono.h | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'modules/mono/mono_gd/gd_mono.h') diff --git a/modules/mono/mono_gd/gd_mono.h b/modules/mono/mono_gd/gd_mono.h index 9528c64f8d..f7c2426734 100644 --- a/modules/mono/mono_gd/gd_mono.h +++ b/modules/mono/mono_gd/gd_mono.h @@ -144,8 +144,10 @@ private: void _register_internal_calls(); +#ifndef GD_MONO_SINGLE_APPDOMAIN Error _load_scripts_domain(); Error _unload_scripts_domain(); +#endif void _domain_assemblies_cleanup(uint32_t p_domain_id); @@ -209,7 +211,7 @@ public: // Do not use these, unless you know what you're doing void add_assembly(uint32_t p_domain_id, GDMonoAssembly *p_assembly); - GDMonoAssembly **get_loaded_assembly(const String &p_name); + GDMonoAssembly *get_loaded_assembly(const String &p_name); _FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized && !mono_runtime_is_shutting_down() /* stays true after shutdown finished */; } -- cgit v1.2.3