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Installation ​

Basic Dependencies ​

  1. Install the Konado plugin (required)
  2. Godot .NET 4.7.1 or later
  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 konado_dotnet 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 Konado.NET plugin
  6. Reopen the project so autoloads and C# scripts are refreshed

First Enable Errors ​

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

text
Unable to load addon script from path: 'res://addons/konado_dotnet/editor/KonadoDotNetPlugin.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 ​

Konado.NET depends on the main Konado plugin. Recommended order:

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

If Konado.NET 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 KonadoDialogueManager node that satisfies the complete public API contract. Konado.NET binds it automatically when it enters the scene tree; the node name does not matter.

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

csharp
using Godot;

var manager = GetNode<Node>("UI/KonadoDialogueManager");
Konado.Runtime.Api.KonadoApi.DialogueManagerApi?.BindDialogueManager(manager);

Released under BSD3-Clause License.