Godot version: 3.2 Mono
OS/device including version: Windows 10
Issue description:
We use plugins written in C# to prepare the project before running. People who download the project are forced to build the whole assembly before being able to use said plugin.
Is there a way to "ship" the project with already pre build plugin assemblies?
Steps to reproduce:
Any C# plugin needs to be build
Minimal reproduction project:
In progress
Is there a way to "ship" the project with already pre build plugin assemblies?
This would probably be a bad idea, as you'd have to commit compiled binaries to version control. Instead, the editor should compile said plugin assemblies before attempting to run them.
Most helpful comment
This would probably be a bad idea, as you'd have to commit compiled binaries to version control. Instead, the editor should compile said plugin assemblies before attempting to run them.