MCPInstall

godot-csharp

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.

Installs
6.2K
Last 24h
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Trending rank
#914
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-csharp automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·The skill provides comprehensive guidance and code examples for using C# with the Godot Engine 4.7. No security issues or malicious patterns were detected.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

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 a .NET SDK: 8 or later, and 9 or later if you export to Android. 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>

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

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#

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

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#; a missing .NET SDK causes build failures. Godot 4.7 projects target net8.0, but the generated .csproj switches to net9.0 for Android, so Android exports fail without the .NET 9 SDK.
  • QueueFree() vs Free() — same rules as GDScript; prefer QueueFree(). Disposed objects throw ObjectDisposedException if used after freeing.
  • C# projects cannot export to the web in Godot 4 — keep web builds in GDScript. Android and iOS exports are supported but experimental, and iOS can only be exported from macOS.

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.

FAQ

What does the godot-csharp skill do?

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.

How do I install godot-csharp?

Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-csharp/ (personal) or .claude/skills/godot-csharp/ (project).

Which AI agents can use godot-csharp?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is godot-csharp safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains godot-csharp?

It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,159 recorded installs.

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