KrunoSaho
KrunoSaho
EDIT: This seems to be an issue with Godot, and possibly Mono. I have the same issue as @dickens-code and I am only running the example code on the front...
I just fixed the issue. ```AsyncIO.ForceDotNet.Force();``` and ```NetMQConfig.Cleanup();``` must both be used. Here is my Godot main script (Main.cs): ``` using Godot; using NetMQ; using NetMQ.Sockets; namespace RPG { public...
I have a walk around: ```AsyncIO.ForceDotNet.Force();``` and ``` protected override void Dispose(bool disposing) { base.Dispose(disposing); NetMQConfig.Cleanup(false); } ``` are the solution. Working example: ``` using Godot; using NetMQ; using NetMQ.Sockets;...
Updating to the latest, at this time, 7-Zip 24.03 beta, also works.
For Godot 4.2 beta 4: launch.json: ``` { "version": "0.2.0", "configurations": [ { "name": ".NET Core Launch (console)", "type": "coreclr", "request": "launch", "preLaunchTask": "build", "program": "godot", "args": [], "cwd": "${workspaceFolder}",...
> this extension https://github.com/williamoberg/godot-dotnet-tools works for my godot 4.2 stable. The point is that you do not need it anymore. Getting breakpoint activations with VSCode and .NET works fine without...
I have this issue as well, but now at least I can get Plugy working with the new season, thanks for the info.