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_utils.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'modules/mono/mono_gd/gd_mono_utils.cpp') diff --git a/modules/mono/mono_gd/gd_mono_utils.cpp b/modules/mono/mono_gd/gd_mono_utils.cpp index cdb26ae61b..5a2bdffe54 100644 --- a/modules/mono/mono_gd/gd_mono_utils.cpp +++ b/modules/mono/mono_gd/gd_mono_utils.cpp @@ -129,7 +129,12 @@ void set_main_thread(MonoThread *p_thread) { MonoThread *attach_current_thread() { ERR_FAIL_COND_V(!GDMono::get_singleton()->is_runtime_initialized(), NULL); MonoDomain *scripts_domain = GDMono::get_singleton()->get_scripts_domain(); +#ifndef GD_MONO_SINGLE_APPDOMAIN MonoThread *mono_thread = mono_thread_attach(scripts_domain ? scripts_domain : mono_get_root_domain()); +#else + // The scripts domain is the root domain + MonoThread *mono_thread = mono_thread_attach(scripts_domain); +#endif ERR_FAIL_NULL_V(mono_thread, NULL); return mono_thread; } -- cgit v1.2.3