Godot Csharp

by gamedev-skillsd4b0e35550c5No license1.3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 11 days ago

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.

Instructions onlySoftware Development
AI-generated overview

Guides writing Godot 4.7 game code in C#/.NET, covering node scripts, lifecycle, exports, signals and GDScript interop.

What it does
This skill provides instructions for writing Godot game code in C#/.NET, targeting Godot 4.7 and .NET 8. It covers partial node classes, PascalCase lifecycle methods, [Export] fields, [Signal] delegates as C# events, typed node lookup, scene instancing, and calling between C# and GDScript. It also lists common pitfalls and points to a reference file on setup, export attributes and interop.
When to use it
Use it when scripting a Godot game in C# (.cs and .csproj files), converting GDScript patterns to C#, exposing [Export] fields, or wiring Godot signals as C# events. It is not for GDScript-specific syntax or language-neutral engine concepts.
Requirements
Requires the Godot .NET editor build and a matching .NET 8 SDK; the standard Godot build cannot run C#. Ships no scripts, only instructions plus one reference document.

Godot C# / .NET (4.x)

Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as events, and GDScript interop. Targets Godot 4.7 (.NET / C#) and .NET 8.

When to use

  • Use when scripting a Godot game in C# (.cs + .csproj), translating GDScript idioms to C#, exposing [Export] fields, or wiring [Signal] delegates and GetNode<T>.

When not to use: GDScript-specific syntax → godot-gdscript; engine concepts that are language-neutral (scenes, physics, animation) → the relevant godot-* skill. You need the Godot .NET build + the .NET SDK installed; the standard build can't run C#.

Core workflow

  1. Use the Godot .NET editor build and install the matching .NET 8 SDK. Creating the first C# script generates a .csproj/.sln. Build with the editor or dotnet build.
  2. Every node script is a partial class extending a Godot type (the source generator relies on partial). The file/class name should match the node script.
  3. Override lifecycle methods in PascalCase with double delta: _Ready(), _Process(double delta), _PhysicsProcess(double delta).
  4. Expose tunables with [Export]; they show in the Inspector like GDScript @export.
  5. Declare signals as [Signal] delegates named XxxEventHandler; emit with EmitSignal(SignalName.Xxx, ...) and subscribe with the generated C# event.
  6. Get nodes with GetNode<T>("Path") (or %Unique), and call into GDScript with Call/Get/Set when needed.

Patterns

1. A node script: lifecycle, [Export], GetNode<T>

csharp
using Godot;
public partial class Player : CharacterBody2D{    [Export] public float Speed = 200.0f;          // editable in the Inspector    [Export] public float JumpVelocity = -400.0f;
    private const float Gravity = 1200.0f;    private AnimatedSprite2D _sprite;
    public override void _Ready()    {        _sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");    }
    public override void _PhysicsProcess(double delta)    {        Vector2 v = Velocity;                       // Velocity is a property here        if (!IsOnFloor())            v.Y += Gravity * (float)delta;          // delta is double; cast for float math        if (Input.IsActionJustPressed("jump") && IsOnFloor())            v.Y = JumpVelocity;
        float dir = Input.GetAxis("move_left", "move_right");        v.X = dir != 0 ? dir * Speed : Mathf.MoveToward(v.X, 0, Speed);
        Velocity = v;        MoveAndSlide();                             // no args, like GDScript 4.x    }}

2. Signals as C# events

csharp
using Godot;
public partial class Health : Node{    // Delegate name MUST end with "EventHandler"; generator creates the event + SignalName.    [Signal] public delegate void HealthChangedEventHandler(int current, int max);
    private int _hp = 100;
    public void TakeDamage(int amount)    {        _hp = Mathf.Max(_hp - amount, 0);        EmitSignal(SignalName.HealthChanged, _hp, 100);   // type-safe signal name    }
    public override void _Ready()    {        HealthChanged += OnHealthChanged;            // subscribe like a normal C# event    }
    private void OnHealthChanged(int current, int max) => GD.Print($"HP {current}/{max}");}

3. Instancing a scene in C#

csharp
public partial class Spawner : Node2D{    // Load once; PackedScene is the C# equivalent of preload's result.    private readonly PackedScene _bullet = GD.Load<PackedScene>("res://bullet.tscn");
    public void Shoot(Vector2 at)    {        var b = _bullet.Instantiate<Node2D>();       // typed instantiate        b.GlobalPosition = at;        AddChild(b);    }}

4. Interop with GDScript nodes

csharp
public override void _Ready(){    Node gd = GetNode("GDScriptNode");    // Call a GDScript method and read/write its properties dynamically.    gd.Call("take_damage", 10);    int score = (int)gd.Get("score");    gd.Set("score", score + 5);    // Connect to a GDScript signal by name:    gd.Connect("died", Callable.From(OnDied));}
private void OnDied() => GD.Print("entity died");

Pitfalls

  • Forgetting partial. Without partial, the Godot source generator can't extend the class and [Export]/[Signal] break with confusing build errors.
  • Wrong method case/signature. C# overrides are _Ready, _Process(double), _PhysicsProcess(double) — PascalCase and double delta (GDScript uses snake_case and float). A mismatched name just won't be called.
  • [Signal] delegate naming. It must end with EventHandler; the engine exposes the signal as the name without that suffix and generates SignalName.X and a C# event.
  • GD.Print vs Console.WriteLine. Use GD.Print/GD.PrintErr to reach the Godot output panel; Console output may not appear.
  • Value-type structs. Vector2, Color, Transform2D are structs — mutate a local copy (var v = Velocity; v.X = ...; Velocity = v;); editing Velocity.X directly won't compile/persist.
  • Needs the .NET build + SDK. The non-.NET editor can't run C#; mismatched/missing .NET SDK causes build failures. Godot 4.7 targets .NET 8; check current platform export notes because Android and other AOT targets can require newer SDK tooling.
  • QueueFree() vs Free() — same rules as GDScript; prefer QueueFree(). Disposed objects throw ObjectDisposedException if used after freeing.
  • Export to some platforms differs for .NET (e.g. extra steps for web/mobile); check the .NET export notes for your target.

References

  • For export attribute variants ([ExportGroup], ranges, typed arrays), async with await ToSignal(...), Godot.Collections vs System collections, custom Resources in C#, and project/build setup, read references/csharp-setup-and-interop.md.

Related skills

  • godot-gdscript — the GDScript equivalents of these patterns.
  • godot-signals-groups — signal/event architecture (language-neutral).
  • godot-resources — data resources; the C# [Export] + Resource pattern.
  • unity-csharp-scripting — C# in Unity, for developers coming from there.

Source and attribution

Source:gamedev-skills/awesome-gamedev-agent-skillsinskills/godot/godot-csharpat commitd4b0e35

License: No license

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