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Rider forgets about the Godot namespace when building for Android #91051

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MileyHollenberg opened this issue Apr 23, 2024 · 1 comment
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@MileyHollenberg
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Tested versions

Tested in 4.2.2 Mono stable 64Bit

System information

Windows 11, Godot 4.2.2, Rider 2023.1 Build #RD-233.11799.303

Issue description

Whilst Rider works fine when working on a Godot project in the editor, the moment I either export an Android APK or try a remote debugging session on my Android device Rider just seems to forget about the existence of the Godot namespace and all its classes until I restart Rider. If I just start the game for Windows there's no issue and the project keeps working.

Steps to reproduce

With the attached sample project, simply open it up, double click the Hello.cs from the FileSystem tab and confirm that the Godot namespace is found. In Godot, start a remote debug session and go back to Rider, once the game has been installed on your Android device Rider will forget about the Godot namespace.

Note, when creating the MRP it didn't happen until I manually generated the C# solution via Project -> Tools -> C# -> Create C# Solution so the bug may be related to that.

Minimal reproduction project (MRP)

AndroidBug.zip

@van800
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van800 commented Apr 23, 2024

I see the same behaviour with the provided sample.
It gets resolved by Build (in Rider or in Godot, it doesn't matter).

As far as I can tell, when android export is build,
.godot/mono/temp/obj/project.assets.json gets over-written with different contents.

image

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