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# Using SwiftGodot on Windows | ||
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## Extension Dependencies | ||
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Since Swift is not a system component on Windows, you will need to make a copy | ||
of the Swift runtime libraries that you use, and place those side-by-side the | ||
extension that you created. | ||
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On Windows, you can use the `dumpbin /dependents` command to see which which | ||
libraries you need, like this: | ||
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``` | ||
C:\project> dumpbin /dependents MyExtension.dll | ||
Image has the following dependencies: | ||
SwiftGodot.dll | ||
swiftCore.dll | ||
swift_Concurrency.dll | ||
swiftWinSDK.dll | ||
swiftSwiftOnoneSupport.dll | ||
swiftCRT.dll | ||
KERNEL32.dll | ||
VCRUNTIME140.dll | ||
api-ms-win-crt-runtime-l1-1-0.dll | ||
``` | ||
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Those files are typically located in `AppData\Local\Programs\Swift\Runtimes`. | ||
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## Debug Symbols | ||
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On Windows, if you want to get debug symbols in the Windows Native format, build | ||
your extension like this: | ||
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``` | ||
C:\project> swift build -debug-info-format codeview | ||
``` | ||
## Using Relative Paths | ||
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On Windows, you can use relative paths to reference your library, so you do not | ||
need to copy binaries to your game when making changes, like this: | ||
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``` | ||
windows.x86_64.release = "../../../project/.build/release/SandboxSwift.dll" | ||
windows.x86_64.debug = "../../../project/.build/debug/SandboxSwift.dll" | ||
``` | ||
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