Installation
Basic Dependencies
- Install the Konado plugin (required)
- Godot .NET 4.7.1 or later
- Open the project with the Godot .NET editor. The regular Godot editor cannot compile or load C# addon scripts.
Installation Steps
- Extract the konado_dotnet plugin into the
addonsdirectory of your Godot project - Make sure the main
addons/konadoplugin is also present - In the Godot editor, open
Project -> Project Settings -> Pluginsand enableKonadofirst - Build the C# project and make sure MSBuild reports no errors
- Enable the
Konado.NETplugin - 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:
- Enable
Konado - Build the C# project
- 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);