Project "Test Game.sln" (Build target(s)):
Message: Building solution configuration "Tools|Any CPU".
Project "Test Game.csproj" (default targets):
C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin\Microsoft.Common.CurrentVersion.targets(1179,5): error MSB3644: The reference assemblies for framework ".NETFramework,Version=v4.5" were not found. To resolve this, install the SDK or Targeting Pack for this framework version or retarget your application to a version of the framework for which you have the SDK or Targeting Pack installed. Note that assemblies will be resolved from the Global Assembly Cache (GAC) and will be used in place of reference assemblies. Therefore your assembly may not be correctly targeted for the framework you intend. [D:\Software Files\Godot Files\Test Game\Test Game.csproj]
Done building project "Test Game.csproj" -- FAILED.
Done building project "Test Game.sln" -- FAILED.
The above error was shown when i tries to build the project. It was set to vs build tools in editor settings > Mono > Build
Project "Test Game.sln" (Build target(s)):
Message: Building solution configuration "Tools|Any CPU".
Project "Test Game.csproj" (default targets):
C:\Program Files\Mono\lib\mono\msbuild\15.0\bin\Microsoft.Common.CurrentVersion.targets(2130,5): error MSB4018: The "ResolveAssemblyReference" task failed unexpectedly.
System.NullReferenceException: Object reference not set to an instance of an object
at Microsoft.Build.Tasks.Reference.get_DirectoryName () [0x0003b] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.Tasks.ReferenceTable.FindAssociatedFiles () [0x00046] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.Tasks.ReferenceTable.ComputeClosure () [0x0000a] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.Tasks.ReferenceTable.ComputeClosure (System.Collections.Generic.IEnumerable`1[T] remappedAssembliesValue, Microsoft.Build.Framework.ITaskItem[] referenceAssemblyFiles, Microsoft.Build.Framework.ITaskItem[] referenceAssemblyNames, System.Collections.ArrayList exceptions) [0x0002e] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.Tasks.ResolveAssemblyReference.Execute (Microsoft.Build.Shared.FileExists fileExists, Microsoft.Build.Shared.DirectoryExists directoryExists, Microsoft.Build.Tasks.GetDirectories getDirectories, Microsoft.Build.Tasks.GetAssemblyName getAssemblyName, Microsoft.Build.Tasks.GetAssemblyMetadata getAssemblyMetadata, Microsoft.Build.Shared.GetRegistrySubKeyNames getRegistrySubKeyNames, Microsoft.Build.Shared.GetRegistrySubKeyDefaultValue getRegistrySubKeyDefaultValue, Microsoft.Build.Tasks.GetLastWriteTime getLastWriteTime, Microsoft.Build.Tasks.GetAssemblyRuntimeVersion getRuntimeVersion, Microsoft.Build.Shared.OpenBaseKey openBaseKey, Microsoft.Build.Tasks.GetAssemblyPathInGac getAssemblyPathInGac, Microsoft.Build.Tasks.IsWinMDFile isWinMDFile, Microsoft.Build.Tasks.ReadMachineTypeFromPEHeader readMachineTypeFromPEHeader) [0x0050b] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.Tasks.ResolveAssemblyReference.Execute () [0x00000] in <93b3f5ac93c94648aeb31f65003f93fd>:0
at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute () [0x00029] in <d5204543de13417fbab243b93fc486c1>:0
at Microsoft.Build.BackEnd.TaskBuilder.ExecuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionHost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLoggingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMode howToExecuteTask) [0x001f6] in <d5204543de13417fbab243b93fc486c1>:0 [D:\Software Files\Godot Files\Test Game\Test Game.csproj]
Done building project "Test Game.csproj" -- FAILED.
Done building project "Test Game.sln" -- FAILED.
The above error was shown when i tries to build the project. It was set to vs Mono in editor settings > Mono > Build
This script was attached to the kinematic body 2d which was attached to a node.
using Godot;
using System;
public class KinematicBody2D : Godot.KinematicBody2D
{
[Export]
public int moveSpeed = 250;
public override void _PhysicsProcess(float delta)
{
Vector2 motion = new Vector2();
motion.x = Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left");
motion.y = Input.GetActionStrength("move_down") - Input.GetActionStrength("move_up");
MoveAndCollide(motion.Normalized() * moveSpeed * delta);
}
}
I also cant get autocomplete to work in atom, I have installed the c# support package. Sorry for the late reply. :-)