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Home/ Questions/Q 8911889
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T04:03:42+00:00 2026-06-15T04:03:42+00:00

I’ve read the instruction for building protobuf-csharp-port using Mono under Linux/Unix system. I still

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I’ve read the instruction for building protobuf-csharp-port using Mono under Linux/Unix system. I still can’t get it work and eventually I’ll open a thread to ask why, but that’s not the question of this post.

I’m using Windows to develop and I have successfully built protobuf-csharp-port using VS2010. The fact is that I need to use the generated C# classes from inside Unity3D, which requires to use Mono.

I have Mono 2.8 installed on my machine.

The question is:

is possible to build protobuf-csharp-port in Windows using MonoDevelop? I tried to simply import the VS2010 solution and compile it using Mono but it doesn’t works.

How can I do it?

EDIT

While trying to simply compile VS solution using MonoDevelop I got several errors. The first is in the following line of FieldMappingAttribute.cs:

 public MappedType MappedType { get; private set; }

The error is the following:

FieldMappingAttribute.cs(40,40): Error CS0501:
‘Google.ProtocolBuffers.Descriptors.FieldMappingAttribute.MappedType.get’
must declare a body because it is not marked abstract or extern
(CS0501) (ProtocolBuffers)

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  1. Editorial Team
    Editorial Team
    2026-06-15T04:03:44+00:00Added an answer on June 15, 2026 at 4:03 am

    You shouldn’t need to build the main protobuf-csharp-port project yourself… or if you do, you should be able to do that very rarely.

    You don’t need to rebuild protobuf-csharp-port just to build the generated C# classes. Just add a reference to Google.ProtocolBuffers.dll, and you should be fine.

    That said, I haven’t tested it on Mono for a while. It doesn’t do anything desperately tricky, but you should definitely test thoroughly.

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