godot/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets

<Project>
  <Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " />

  <PropertyGroup>
    <!--
    Define constant to determine whether the real_t type in Godot is double precision or not.
    By default this is false, like the official Godot builds. If someone is using a custom
    Godot build where real_t is double, they can override the GodotFloat64 property.
    -->
    <DefineConstants Condition=" '$(GodotFloat64)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants>
  </PropertyGroup>

  <!-- C# source generators -->
  <ItemGroup Condition=" '$(DisableImplicitGodotGeneratorReferences)' != 'true' ">
    <PackageReference Include="Godot.SourceGenerators" Version="$(PackageVersion_Godot_SourceGenerators)" />
  </ItemGroup>

  <!-- Godot API references -->
  <ItemGroup Condition=" '$(DisableImplicitGodotSharpReferences)' != 'true' ">
    <PackageReference Include="GodotSharp" Version="$(PackageVersion_GodotSharp)" />
    <PackageReference Include="GodotSharpEditor" Version="$(PackageVersion_GodotSharp)" Condition=" '$(Configuration)' == 'Debug' " />
  </ItemGroup>

  <!-- iOS-specific build targets -->
  <Import Project="$(MSBuildThisFileDirectory)\iOSNativeAOT.targets" Condition=" '$(GodotTargetPlatform)' == 'ios' " />

</Project>