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- .. _doc_c_sharp:
- Introduction
- ============
- .. warning:: C# support is a new feature in Godot 3.0.
- As such, you may still run into some issues, or find spots where the documentation could be improved.
- Please report issues with C# in Godot on the `engine Github page <https://github.com/godotengine/godot/issues>`_.
- And any documentation issues on the `documentation Github Page <https://github.com/godotengine/godot-docs/issues>`_.
- This page provides a brief intro to C#, both what it is and how to use it in Godot.
- Afterwards, you may want to look at :ref:`how to use specific features <doc_c_sharp_features>`,
- read about the :ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`
- and (re)visit the :ref:`Scripting section <doc_scripting>` of the step-by-step tutorial.
- C# is a high-level programming language developed by Microsoft. In Godot it is implemented with the Mono 5.x .NET framework including full support for C# 7.0.
- Mono is an open source implementation of Microsoft's .NET Framework based on the ECMA standards for C# and the Common Language Runtime.
- A good starting point for checking its capabilities is the `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_ page in the Mono documentation.
- .. note:: This is **not** a full-scale tutorial on the C# language as a whole.
- If you aren't already familiar with its syntax or features,
- see the `Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_ or look for a suitable introduction elsewhere.
- Setup C# for Godot
- ------------------
- To use C# in Godot you must have `Mono <http://www.mono-project.com/download/>`_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires Mono 5.12 on all platforms.
- You also need MSBuild (at least version 15.0) which should come with the Mono installation.
- .. note:: For instructions on installing older versions of Mono on Linux see `this page <http://www.mono-project.com/docs/getting-started/install/linux/#accessing-older-releases>`_.
- Older versions of Mono for MacOS and Windows can be found `here <https://download.mono-project.com/archive/>`_.
- Additionally, your Godot version must have Mono support enabled, so take care to download the **Mono version** of Godot.
- If you are building Godot from source, make sure to follow the steps to include Mono support in your build outlined on the :ref:`doc_compiling_with_mono` page.
- Configuring an external editor
- ------------------------------
- While Godot does have its own scripting editor, its support for C# is kept
- minimal, and it's recommended that you use an external IDE or editor, such as
- Microsoft Visual Studio Code, or MonoDevelop, which provide auto-completion,
- debugging and other features useful when working with C#.
- To set it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll
- down to the bottom, to the ``Mono`` settings. Under Mono click on ``Editor``,
- and on that page choose your external editor of choice.
- Creating a C# script
- --------------------
- After you successfully setup C# for Godot, you should see the following option when selecting ``Attach script`` in the context menu of a node in your scene:
- .. image:: img/attachcsharpscript.png
- Note that while some specifics change, most of the things work the same when using C# for scripting.
- If you're new to Godot, you may want to peruse the tutorials on :ref:`doc_scripting` at this point.
- While some places in the documentation still lack C# examples, most things can be transferred easily from GDScript.
- Project setup and workflow
- --------------------------
- When you create the first C# script, Godot initializes the C# project files for your Godot project.
- This includes generating a C# solution (``.sln``) and project (``.csproj``) as well as some utility files and folders (``.mono``, sometimes ``Properties``).
- All of these but ``.mono`` are important and should be kept in your version control system. ``.mono`` can be safely added to the ignore list of your VCS.
- When troubleshooting, it sometimes can help to delete the ``.mono`` folder and let it regenerate.
- Note that currently there are some issues where the Godot and the C# project don't stay in sync; if you delete, rename or move things like scripts or nodes, they may no longer match up.
- In this case, it can help to edit the solution files manually.
- Example: If you created a script (e.g. ``Test.cs``) and delete it in Godot, compilation will fail because the now missing file is still expected to be there by the CS project.
- You can for now simply open up the ``.csproj`` and look for the ``ItemGroup``, there should be a line included like the following:
- .. code-block:: xml
- :emphasize-lines: 2
- <ItemGroup>
- <Compile Include="Test.cs" />``
- <Compile Include="AnotherTest.cs" />``
- </ItemGroup>
- Simply remove that line and your project should now again build fine. Same for renaming and moving things, simply rename and move them in the project file if needed.
- Example
- -------
- Here's a blank C# script with some comments to demonstrate how it works.
- .. code-block:: csharp
- using Godot;
- using System;
- public class YourCustomClass : Node
- {
- // Member variables here, example:
- private int a = 2;
- private string b = "textvar";
- public override void _Ready()
- {
- // Called every time the node is added to the scene.
- // Initialization here.
- GD.Print("Hello from C# to Godot :)");
- }
- public override void _Process(float delta)
- {
- // Called every frame. Delta is time since last frame.
- // Update game logic here.
- }
- }
- As you can see, the things normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` namespace.
- For a list of those, see the class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
- .. note::
- Keep in mind that the class you wish to attach to your node should be named as the ``.cs`` file.
- If not, you will get the following error and won't be able to run the scene: ``Cannot find class XXX for script res://XXX.cs``.
- General differences between C# and GDScript
- -------------------------------------------
- The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++.
- Where possible, fields and getters/setters have been converted to properties.
- In general, the C# Godot API strives to be as idiomatic as is reasonably possible.
- For more, see the :ref:`doc_c_sharp_differences` page.
- Current gotchas and known issues
- --------------------------------
- As C# support is quite new to Godot, there are some growing pains and things that still need to be ironed out.
- Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt also take a look over the official `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
- - As explained above, the C# project isn't always kept in sync automatically when things are deleted, renamed or moved in Godot (`#12917 <https://github.com/godotengine/godot/issues/12917>`_)
- - Writing editor plugins and tool scripts in C# is not yet supported
- - Exporting a project may not yet work (`#15615 <https://github.com/godotengine/godot/issues/15615>`_)
- - Signals with parameters are broken in 3.0.2-stable (`#17553 <https://github.com/godotengine/godot/issues/17553>`_)
- Performance of C# in Godot
- --------------------------
- According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, performance of C# in Godot - while generally in the same order of magnitude - is roughly **~4x** that of GDScript in some naive cases.
- For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads.
- C# is faster, but requires some expensive marshalling when talking to Godot.
- Using Nuget Packages in Godot
- -----------------------------
- `Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot,
- as with any project. Many IDEs (such as vs code) can add packages directly. They
- can also be added manually by adding the package reference in the .csproj file
- located in the project root:
- .. code-block:: xml
- :emphasize-lines: 2
- <ItemGroup>
- <PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
- </ItemGroup>
- ...
- </Project>
- Whenever packages are added or modified, run nuget restore in the root of the
- project directory, to ensure that the nuget packages will be available for
- msbuild to use, run::
- $ msbuild /t:restore
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