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Issue description:
Trying to use .csproj placed in a subdir (with proper .sln path provided) causes a following error in Godot Editor (e.g. Rider works OK)
modules/mono/mono_gd/gd_mono_utils.cpp:371 - Microsoft.Build.Exceptions.InvalidProjectFileException: The project file could not be loaded. Could not find file "C:\xxx\projectName\projectName.csproj" C:\xxx\projectName\projectName.csproj
editor/editor_node.cpp:5408 - An EditorPlugin build callback failed.
Worth to note is that this setup (.csproj in a subdir) is, AFAIK, completely valid and normal for C# projects, even if not used that often in the wild. Also, the path shown in the error does not correspond to path that should be generated based on .sln data.
Steps to reproduce:
create a new C#-ish Godot project
move the .csproj to any subdir, updating .sln to point at it properly
test under e.g. Rider (works OK - compiles/builds, runs etc.)
test under Godot (crashes with the above error message)
Worth to note is that this setup (.csproj in a subdir) is, AFAIK, completely valid and normal for C# projects, even if not used that often in the wild. Also, the path shown in the error does not correspond to path that should be generated based on .sln data.
Godot version:
3.2.3-stable_mono_win64
OS/device including version:
Windows 7
Issue description:
Trying to use
.csproj
placed in a subdir (with proper.sln
path provided) causes a following error in Godot Editor (e.g. Rider works OK)Worth to note is that this setup (
.csproj
in a subdir) is, AFAIK, completely valid and normal for C# projects, even if not used that often in the wild. Also, the path shown in the error does not correspond to path that should be generated based on.sln
data.Steps to reproduce:
.csproj
to any subdir, updating.sln
to point at it properlyMinimal reproduction project:
CsprojNotFound.zip
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