Comments (7)
It's not Godot, but dotnet, which has this behavior.
It's arguable whether it's a good behavior for dotnet restore
(or NuGet, see below) to fail if one source is missing instead of falling back to other sources, but that's a problem you should take to the .NET people, not Godot. We can't work it around.
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CC @godotengine/dotnet
from godot.
Hello. You can list your nuget sources with the following command (run it from the folder containing your PrinceKiller.csproj
file):
dotnet nuget list source
Those sources are defined either globally in %APPDATA%\NuGet\NuGet.Config
/ %APPDATA%\NuGet\config\*.Config
(I'm assuming Windows paths, since you are talking about VS), or locally for your project in a NuGet.Config
in any folder upward of the one containing your .csproj
.
The restore is failing because you probably disabled the default api.nuget.org
source, and none of your other sources is actually able to provide Godot.NET.Sdk
.
from godot.
from godot.
Then your source at 192.168.178.3:5000
is not available. Which would also make the restore fail, since the operation requires all enabled sources to be available. In any case, this is a configuration issue, and not one on Godot's end.
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You say godot is looking for its sdk in my local source and it is not an issue? Funny approach to the problem.
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Godot is not particularly looking for Godot.NET.Sdk
in your local source, that is not how NuGet works. If any of your configured and enabled sources is unavailable, any restore operation will fail, period. This is a documented behaviour (I don't want to backlink issues for nothing, but you can find at least half a dozen of threads about it over on https://github.com/NuGet/Home). Trying to restore any other package (unrelated to Godot) that is not currently in your local cache will end in the same result.
If you want your custom source to only be used for a specific set of packages, you can properly configure it with Source Mapping. Or you can disable it altogether for that project with disabledPackageSources.
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