
Godot Csharp
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Writing
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Mediumabout 1,578 tokens
- Runs scripts
- No, instructions only
What it does
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.
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
- 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 ordotnet build. - Every node script is a
partialclass extending a Godot type (the source generator relies onpartial). The file/class name should match the node script. - Override lifecycle methods in PascalCase with
doubledelta:_Ready(),_Process(double delta),_PhysicsProcess(double delta). - Expose tunables with
[Export]; they show in the Inspector like GDScript@export. - Declare signals as
[Signal]delegates namedXxxEventHandler; emit withEmitSignal(SignalName.Xxx, ...)and subscribe with the generated C#event. - Get nodes with
GetNode<T>("Path")(or%Unique), and call into GDScript withCall/Get/Setwhen 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;
