If you see a
DllNotFoundException, make sure that you are running the 64-bit version of mono.
On macOS, mono can default to 32-bit, so please either use the
--arch=64 flag by passing it as
the first argument, e.g.
mono --arch=64 CsharpWorkerName.exe, or run
mono64 directly, to ensure that
SpatialOS SDK native libraries are loaded correctly. This flag is only valid for macOS versions of Mono.
There are several potential issues with Mono versions from 5.0.0 onwards on Windows. These are a result of Mono
xbuild and replacing it with Microsoft’s
MSBuild and both toolsets being included in Mono
generated build scripts
for C# workers use
xbuild by default which can sometimes cause issues.
A workaround for this is to switch your generated build scripts to
csharp_msbuild, which uses
however, you can still encounter tricky compiler errors, such as a
csc error. These can occur if you already have
MSBuild installation from elsewhere (like Visual Studio). As a workaround for this bug, ensure your
MSBuild implementation (likely from Visual Studio) is present in your
PATH environment variable
mono. This will cause Mono’s
MSBuild to use the
csc compiler in Visual Studio instead.
The generated build scripts use wildcards to specify which generated code sources should be compiled.
xbuild (the Mono build tool) reports warnings about source files being included multiple times
if they use wildcards, which is a
known bug in the compiler. If you see
warnings such as
CSC: warning CS2002: Source file "improbable\generated\improbable\test\TestComponent.cs" specified multiple times
or similar during your build, you can safely ignore them.
Missing GeneratedCode assembly
The mechanism to resolve a component metaclass to the associated
ComponentDatabase.MetaclassToId) can fail.
If it does, you will get an
ArgumentException, with a stacktrace similar to the following:
System.ArgumentException: <MESSAGE> Component <COMPONENT-TYPE / COMPONENT-ID> is not registered. at Improbable.Worker.Internal.ComponentDatabase.MetaclassToId[C]() ...
This occurs if the assembly containing the generated code has has not been loaded before your code runs, as assemblies
are loaded lazily. You can work around this by manually loading the assembly, i.e.
GeneratedCode is the correct assembly name if you are using the generated build scripts, otherwise it may be different.