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Installation

Basic Dependencies

  1. Install the Konado plugin (required)
  2. A Godot version that supports C# (Godot 4.6 or later recommended)
  3. Open the project with the Godot .NET editor. The regular Godot editor cannot compile or load C# addon scripts.

Installation Steps

  1. Extract the konadotnet plugin into the addons directory of your Godot project
  2. Make sure the main addons/konado plugin is also present
  3. In the Godot editor, open Project -> Project Settings -> Plugins and enable Konado first
  4. Build the C# project and make sure MSBuild reports no errors
  5. Enable the Konadotnet plugin
  6. Reopen the project so autoloads and C# scripts are refreshed

First Enable Errors

When enabling Konadotnet for the first time before the C# project has been built, you may see:

text
Unable to load addon script from path: 'res://addons/konadotnet/Konadotnet.cs'.

This is usually not a main Konado plugin issue. Build the project with the Godot .NET editor, reopen the project, then enable the plugin again.

Enable Order

Konadotnet depends on the main Konado plugin. Recommended order:

  1. Enable Konado
  2. Build the C# project
  3. Enable Konadotnet

If Konadotnet is enabled first, it checks the main plugin status and will not register the API autoload when the main plugin is disabled.

Scene Requirement

DialogueManagerAPI requires a KND_DialogueManager node in the current scene. Konadotnet searches automatically and supports common node names:

  • DialogManager
  • DialogueManager
  • KonadoDialogueManager

If a scene contains multiple dialogue managers, bind one manually:

csharp
var manager = GetNode<Node>("UI/KonadoDialogueManager");
Konado.Runtime.API.KonadoAPI.DialogueManagerApi.BindDialogueManager(manager);

Released under BSD3-Clause License.