csharp-godot
Skill870 starsChanged 22 days agoMITView on GitHub
Use when working with C# in Godot — conventions, GodotSharp API differences from GDScript, project setup, and interop
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The file
We split this skill into the rules it gives an agent
7 rules. About 0 are common, 1 is distinctive, and 6 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
6
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 54
Add packages in MyProject.csproj inside <ItemGroup>:
- Very specific: line 70
Run dotnet restore or let the IDE restore automatically after editing.
- Very specific: line 98
Every class that extends a Godot type must be declared partial.
- Very specific: line 142
Always match GodotSharp property and method names exactly — they are PascalCase translations of the GDScript snake_case names (e.g.
- Distinctive: line 266
Use C# for systems with tight loops: physics solvers, procedural generation, AI decision trees, data processing.
- Very specific: line 267
Use GDScript for editor plugins, @tool scripts, and rapid iteration on gameplay logic.
- Very specific: line 269
Avoid Godot.Collections.Array and Array<T> in hot paths — Array<T> wraps the same engine array, so every element access still marshals a …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
C# in Godot 4.3+
This skill covers C#-specific conventions, API differences from GDScript, project setup, and interop patterns. All examples are C# only. Target Godot 4.3+ with the GodotSharp NuGet package.
Related skills: csharp-signals for C# signal patterns, godot-project-setup for C# project scaffolding, godot-testing for C# testing with gdUnit4, gdextension for native C++ when C# is not enough, multithreading for C# concurrency.
1. C# vs GDScript Syntax Comparison
| GDScript | C# Equivalent | Notes |
var x = 5 | var x = 5; or typed int x = 5; | C# var infers type at compile time |
func MyMethod() -> void: | public void MyMethod() { } | Methods are PascalCase in C# |
signal health_changed(amount: int) | [Signal] delegate void HealthChangedEventHandler(int amount); | Must use EventHandler suffix |
@export var speed: float = 100.0 | [Export] public float Speed { get; set; } = 100f; | PascalCase, property syntax |
@onready var label = $Label | private Label _label; + _label = GetNode<Label>("Label"); in _Ready() | No @onready equivalent; use _Ready() |
match value: | switch (value) { case X: break; } | C# switch also supports pattern matching |
class_name MyClass | [GlobalClass] public partial class MyClass : GodotObject { } | Requires [GlobalClass] attribute |
extends Node | public partial class MyScript : Node { } | Inheritance via : |
preload("res://scene.tscn") | GD.Load<PackedScene>("res://scene.tscn") | Loaded at runtime, not compile time |
push_error("msg") | GD.PushError("msg"); | Prints to Godot error log |
print("msg") | GD.Print("msg"); | Also: GD.PrintS(), GD.PrintT() |
node is CharacterBody2D | node is CharacterBody2D | Same keyword, same semantics |
node as CharacterBody2D | node as CharacterBody2D | Returns null on failure in both |
await signal_name | await ToSignal(source, SignalName.X); | Must use ToSignal() wrapper |
Array | Godot.Collections.Array | Not System.Collections.Generic.List<T> |
Dictionary | Godot.Collections.Dictionary | Not System.Collections.Generic.Dictionary<K,V> |
2. Project Setup
.csproj and Solution
Godot auto-generates the .csproj when you create the first C# script via Script > New Script > C#. Do not edit the generated file structure manually — let the editor manage it.
MyProject/
├── MyProject.csproj # Auto-generated, edit only for NuGet packages
├── MyProject.sln # Auto-generated solution file
├── project.godot
└── scripts/
└── Player.csNuGet Packages
Add packages in MyProject.csproj inside <ItemGroup>:
<Project Sdk="Godot.NET.Sdk/4.3.0">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<!-- Example: add a third-party NuGet package -->
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
</ItemGroup>
</Project>Run dotnet restore or let the IDE restore automatically after editing.
Godot.NET Preview Bindings (Godot 4.7+)
Godot 4.7's Godot.NET.Sdk accepts an opt-in MSBuild property that switches the project from the classic GodotSharp bindings to the preview Godot.NET bindings (the Godot.Bindings assembly instead of GodotSharp):
<PropertyGroup>
<EnableGodotDotNetPreview>true</EnableGodotDotNetPreview>
</PropertyGroup>The preview bindings are experimental — leave the property unset for production projects. See GH-118001.
IDE Setup
| IDE | Setup Required | Notes |
| JetBrains Rider | Install Godot plugin (bundled in Rider 2023.3+) | Best Godot C# support; debugger works out of the box |
| VS Code | Install C# Dev Kit + Godot Tools extensions | Requires launch.json for debugger attachment |
| Visual Studio | Install Godot Visual Studio extension | Windows only; debugger via Tools > Attach to Process |
For all IDEs, open the .sln file (not just a folder) to get full solution resolution.
3. The partial class Requirement
Every class that extends a Godot type must be declared partial. This is not optional.
Why
Godot uses C# source generators to emit the signal registration, property binding, and RPC code alongside your class. Source generators require partial to inject into the same class declaration.
Error When Forgotten
error GD0001: Missing partial modifier on declaration of type 'Player'
that derives from 'Godot.GodotObject'The build fails, so a missing partial cannot slip through.
Rule
// CORRECT
public partial class Player : CharacterBody2D { }
// WRONG — will cause source generator errors
public class Player : CharacterBody2D { }This applies to every class in the inheritance chain that extends a Godot type, including intermediate base classes.
4. Naming Conventions
| Element | Convention | Example |
| Methods | PascalCase | public void TakeDamage(int amount) |
| Properties | PascalCase | public float MaxHealth { get; set; } |
| Signals (delegate) | PascalCase + EventHandler suffix | HealthChangedEventHandler |
[Export] properties | PascalCase | [Export] public float Speed { get; set; } |
| Private fields | _camelCase with underscore prefix | private float _currentSpeed; |
| Local variables | camelCase | var newPosition = ... |
| Parameters | camelCase | void SetHealth(int newHealth) |
| Godot API names | Match Godot's PascalCase exactly | GlobalPosition not global_position |
| Enums | PascalCase type, PascalCase members | enum State { Idle, Running, Dead } |
| Constants | PascalCase or SCREAMING_SNAKE per team style | const float MaxSpeed = 200f; |
Always match GodotSharp property and method names exactly — they are PascalCase translations of the GDScript snake_case names (e.g. is_on_floor() → IsOnFloor()).
5. Signals in C#
Signals require a delegate declaration with the [Signal] attribute. The delegate name must end with EventHandler.
using Godot;
public partial class Player : CharacterBody2D
{
// Declaration
[Signal] public delegate void HealthChangedEventHandler(int newHealth);
[Signal] public delegate void DiedEventHandler();
private int _health = 100;
public void TakeDamage(int amount)
{
_health -= amount;
EmitSignal(SignalName.HealthChanged, _health); // Use SignalName.X, not a string
if (_health <= 0)
EmitSignal(SignalName.Died);
}
}Connecting and Disconnecting
// Connect with +=
player.HealthChanged += OnHealthChanged;
player.Died += OnPlayerDied;
// Disconnect with -=
player.HealthChanged -= OnHealthChanged;
player.Died -= OnPlayerDied;
// Handler signatures must match the delegate
private void OnHealthChanged(int newHealth) { ... }
private void OnPlayerDied() { ... }For full signal patterns including one-shot connections, static typed signals, and cross-language signal wiring, see the csharp-signals skill.
6. Async / Await
GDScript's await maps to C#'s await ToSignal(...). Godot signals return a SignalAwaiter that is compatible with C# await.
Awaiting a Godot Signal
public async void StartCutscene()
{
// Wait for a timer to finish
await ToSignal(GetTree().CreateTimer(2.0), SceneTreeTimer.SignalName.Timeout);
// Wait for an animation to finish
var anim = GetNode<AnimationPlayer>("AnimationPlayer");
anim.Play("intro");
await ToSignal(anim, AnimationPlayer.SignalName.AnimationFinished);
GD.Print("Cutscene complete");
}Task-Based Patterns
For CPU-bound work, use Task.Run — but never touch Godot objects from a non-main thread:
public async void LoadHeavyData()
{
// Off main thread: pure C# computation only
var result = await Task.Run(() => ComputeSomethingExpensive());
// Back on main thread: safe to use Godot API
ApplyResult(result);
}
private int ComputeSomethingExpensive()
{
// No Godot API calls here
return Enumerable.Range(0, 1_000_000).Sum();
}GDScript await Equivalents
| GDScript | C# |
await get_tree().create_timer(1.0).timeout | await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout) |
await animation_player.animation_finished | await ToSignal(animPlayer, AnimationPlayer.SignalName.AnimationFinished) |
await signal_name | await ToSignal(this, SignalName.YourSignal) |
7. GDScript Interop
C# calls into GDScript objects with Call, Get, and Set, and GDScript can use a C# class directly when it is registered as a [GlobalClass]. Values cross the boundary as Variant, and the reference lists the marshalling gotchas (null, int[], List<T>).
See references/gdscript-interop.md for the
Call/Get/Setexamples, the[GlobalClass]pattern, and theVariantmarshalling table.
8. Performance
C# vs GDScript
| Workload | Winner | Reason |
| Math-heavy loops (pathfinding, simulation) | C# (significantly faster) | Compiled JIT vs interpreted GDScript |
| Large array/collection processing | C# | Value type arrays avoid boxing |
| Godot API calls (move_and_slide, etc.) | Roughly equal | Both route through the same C++ engine |
| Scene tree operations | Roughly equal | Bottleneck is C++ overhead, not language |
| Rapid prototyping | GDScript | Less boilerplate, hot-reload without recompile |
| Editor tooling (plugins, @tool) | GDScript | C# tool scripts require a full build cycle |
Guidance
- Use C# for systems with tight loops: physics solvers, procedural generation, AI decision trees, data processing.
- Use GDScript for editor plugins,
@toolscripts, and rapid iteration on gameplay logic. - Mixing languages in the same project is supported — interop cost is minimal for occasional cross-language calls.
- Avoid
Godot.Collections.ArrayandArray<T>in hot paths —Array<T>wraps the same engine array, so every element access still marshals aVariant. UseT[]orList<T>and convert at boundaries. StringNamelookups are O(1) butStringNameconstruction is not — cache them if created frequently.
9. Common Gotchas
| Gotcha | Problem | Fix |
Variant to C# type conversion | (float)v is the same call as v.AsSingle(): neither throws — int, bool and numeric strings convert, any other type yields 0 | Check v.VariantType when the stored type matters |
null vs default(Variant) | Godot signals passing no value give default(Variant), not C# null | Check .VariantType == Variant.Type.Nil |
Godot.Collections vs System.Collections | Godot API methods return Godot.Collections.Array; a List<T> does not convert to Variant, so passing one does not compile | Always use Godot.Collections.Array/Dictionary at Godot API boundaries |
| Disposing native objects | Calling methods on a freed Godot object throws ObjectDisposedException | Check IsInstanceValid(obj) before use |
StringName construction in hot loops | new StringName("my_signal") allocates each call | Cache as private static readonly StringName _signalName = "my_signal"; |
| Export array types | [Export] public Array Items; exports untyped array | Use [Export] public Godot.Collections.Array<MyResource> Items { get; set; } |
| Node path strings | GetNode("../UI/Label") logs Node not found and returns null at runtime if the path changes | Use GetNode<Label>("%Label") with unique names or typed [Export] node references |
partial class forgotten | Build error GD0001 | Every class extending a Godot type must be partial |
async void vs async Task | async void cannot be awaited; an async Task nobody awaits hides its exception (Godot logs async void exceptions) | Return Task and await it; keep async void for top-level event handlers that Godot calls |
⚠️ Changed in Godot 4.7: The 4.7 C# assemblies ship several compatibility breaks. Binary-incompatible only (source still compiles — a rebuild suffices):
OptimizedTranslation.Generate()now returnsboolinstead ofvoid(GH-119563). Binary- and source-incompatible (code changes required):Animation.Lengthchanged type metadata fromfloattodouble(GH-116394) — the C# property is nowdouble, sofloat len = anim.Length;no longer compiles — andControl.AccessibilityLivechanged enum type fromDisplayServer.AccessibilityLiveModetoAccessibilityServer.AccessibilityLiveMode(GH-116839) — update declarations to theAccessibilityServerenum. Source-incompatible (existing binaries still load):RichTextLabel.ImageUpdateMask.WidthInPercentwas renamed toWidthUnit(GH-112617;UPDATE_WIDTH_IN_PERCENT→UPDATE_WIDTH_UNITin GDScript), and theEditorSceneFormatImporterIMPORT_*constants moved into theImportFlagsenum (GH-115788). Removed:AudioEffectSpectrumAnalyzer.TapBackPos(GH-114355). Rebuild against 4.7 and fix the affected symbols. See the 4.7 migration guide.
10. Checklist
- Every class extending a Godot type is declared
partial - Method names match GodotSharp PascalCase (e.g.
_Ready,_PhysicsProcess,IsOnFloor()) [Export]properties are PascalCase and use property syntax ({ get; set; })- Signal delegates end with
EventHandlerand useEmitSignal(SignalName.X) - Signals connected with
+=and disconnected with-=when no longer needed await ToSignal(...)used for Godot signals — not rawTask.Delayfor game timingGodot.Collections.Array/Dictionaryused at Godot API boundaries, notSystem.CollectionstypesIsInstanceValid(obj)checked before using any potentially freed Godot objectStringNameinstances cached if constructed in loops or frequently called methods- No Godot API calls inside
Task.Run(...)callbacks — all engine calls happen on the main thread .csprojopened via the.slnfile in the IDE for full solution resolution- C# used for computation-heavy systems; GDScript retained for editor tooling and
@toolscripts
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