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- .. _doc_c_sharp:
- C# basics
- =========
- Introduction
- ------------
- This page provides a brief introduction 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 .NET 6.0.
- .. attention::
- Projects written in C# using Godot 4 currently cannot be exported to the web
- platform. To use C# on the web platform, consider Godot 3 instead.
- Android and iOS platform support is available as of Godot 4.2, but is
- experimental and :ref:`some limitations apply <doc_c_sharp_platforms>`.
- .. 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.
- .. _doc_c_sharp_setup:
- Prerequisites
- -------------
- Godot bundles the parts of .NET needed to run already compiled games.
- However, Godot does not bundle the tools required to build and compile
- games, such as MSBuild and the C# compiler. These are
- included in the .NET SDK, and need to be installed separately.
- In summary, you must have installed the .NET SDK **and** the .NET-enabled
- version of Godot.
- Download and install the latest stable version of the SDK from the
- `.NET download page <https://dotnet.microsoft.com/download>`__.
- .. important::
- Be sure to install the 64-bit version of the SDK(s)
- if you are using the 64-bit version of Godot.
- If you are building Godot from source, make sure to follow the steps to enable
- .NET support in your build as outlined in the :ref:`doc_compiling_with_dotnet`
- page.
- .. _doc_c_sharp_setup_external_editor:
- Configuring an external editor
- ------------------------------
- C# support in Godot's built-in script editor is minimal. Consider using an
- external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`__
- or MonoDevelop. These provide autocompletion, debugging, and other
- useful features for C#. To select an external editor in Godot,
- click on **Editor → Editor Settings** and scroll down to
- **Dotnet**. Under **Dotnet**, click on **Editor**, and select your
- external editor of choice. Godot currently supports the following
- external editors:
- - Visual Studio 2022
- - Visual Studio Code
- - MonoDevelop
- - Visual Studio for Mac
- - JetBrains Rider
- See the following sections for how to configure an external editor:
- JetBrains Rider
- ~~~~~~~~~~~~~~~
- After reading the "Prerequisites" section, you can download and install
- `JetBrains Rider <https://www.jetbrains.com/rider/download>`__.
- In Godot's **Editor → Editor Settings** menu:
- - Set **Dotnet** -> **Editor** -> **External Editor** to **JetBrains Rider**.
- In Rider:
- - Set **MSBuild version** to **.NET Core**.
- - Install the **Godot support** plugin.
- Visual Studio Code
- ~~~~~~~~~~~~~~~~~~
- After reading the "Prerequisites" section, you can download and install
- `Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code).
- In Godot's **Editor → Editor Settings** menu:
- - Set **Dotnet** -> **Editor** -> **External Editor** to **Visual Studio Code**.
- In Visual Studio Code:
- - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
- To configure a project for debugging, you need a ``tasks.json`` and ``launch.json`` file in
- the ``.vscode`` folder with the necessary configuration.
- Here is an example ``launch.json``:
- .. code-block:: json
- {
- "version": "0.2.0",
- "configurations": [
- {
- "name": "Play",
- "type": "coreclr",
- "request": "launch",
- "preLaunchTask": "build",
- "program": "${env:GODOT4}",
- "args": [],
- "cwd": "${workspaceFolder}",
- "stopAtEntry": false,
- }
- ]
- }
- For this launch configuration to work, you need to either setup a GODOT4
- environment variable that points to the Godot executable, or replace ``program``
- parameter with the path to the Godot executable.
- Here is an example ``tasks.json``:
- .. code-block:: json
- {
- "version": "2.0.0",
- "tasks": [
- {
- "label": "build",
- "command": "dotnet",
- "type": "process",
- "args": [
- "build"
- ],
- "problemMatcher": "$msCompile"
- }
- ]
- }
- Now, when you start the debugger in Visual Studio Code, your Godot project will run.
- Visual Studio (Windows only)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Download and install the latest version of
- `Visual Studio <https://visualstudio.microsoft.com/downloads/>`__.
- Visual Studio will include the required SDKs if you have the correct
- workloads selected, so you don't need to manually install the things
- listed in the "Prerequisites" section.
- While installing Visual Studio, select this workload:
- - .NET desktop development
- In Godot's **Editor → Editor Settings** menu:
- - Set **Dotnet** -> **Editor** -> **External Editor** to **Visual Studio**.
- .. note:: If you see an error like "Unable to find package Godot.NET.Sdk",
- your NuGet configuration may be incorrect and need to be fixed.
- A simple way to fix the NuGet configuration file is to regenerate it.
- In a file explorer window, go to ``%AppData%\NuGet``. Rename or delete
- the ``NuGet.Config`` file. When you build your Godot project again,
- the file will be automatically created with default values.
- To debug your C# scripts using Visual Studio, open the .sln file that is generated
- after opening the first C# script in the editor. In the **Debug** menu, go to the
- **Debug Properties** menu item for your project. Click the **Create a new profile**
- button and choose **Executable**. In the **Executable** field, browse to the path
- of the C# version of the Godot editor, or type ``%GODOT4%`` if you have created an
- environment variable for the Godot executable path. It must be the path to the main Godot
- executable, not the 'console' version. For the **Working Directory**, type a single period,
- ``.``, meaning the current directory. Also check the **Enable native code debugging**
- checkbox. You may now close this window, click downward arrow on the debug profile
- dropdown, and select your new launch profile. Hit the green start button, and your
- game will begin playing in debug mode.
- Creating a C# script
- --------------------
- After you successfully set up 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.webp
- Note that while some specifics change, most concepts work the same
- when using C# for scripting. If you're new to Godot, you may want to follow
- the tutorials on :ref:`doc_scripting` at this point.
- While some documentation pages still lack C# examples, most notions
- can be transferred 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 a project file (``.csproj``), as well as some utility files and folders
- (``.godot/mono``).
- All of these but ``.godot/mono`` are important and should be committed to your
- version control system. Everything under ``.godot`` can be safely added to the
- ignore list of your VCS.
- When troubleshooting, it can sometimes help to delete the ``.godot/mono`` folder
- and let it regenerate.
- Example
- -------
- Here's a blank C# script with some comments to demonstrate how it works.
- .. code-block:: csharp
- using Godot;
- public partial 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(double delta)
- {
- // Called every frame. Delta is time since the last frame.
- // Update game logic here.
- }
- }
- As you can see, functions normally in global scope in GDScript like Godot's
- ``print`` function are available in the ``GD`` static class which is part of
- the ``Godot`` namespace. For a full list of methods in the ``GD`` class, 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 have the same
- name as the ``.cs`` file. Otherwise, you will get the following error:
- *"Cannot find class XXX for script res://XXX.cs"*
- .. _doc_c_sharp_general_differences:
- 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 information, see the :ref:`doc_c_sharp_differences` page.
- .. warning::
- You need to (re)build the project assemblies whenever you want to see new
- exported variables or signals in the editor. This build can be manually
- triggered by clicking the **Build** button in the top right corner of the
- editor.
- .. image:: img/build_dotnet.webp
- You will also need to rebuild the project assemblies to apply changes in
- "tool" scripts.
- Current gotchas and known issues
- --------------------------------
- As C# support is quite new in Godot, there are some growing pains and things
- that 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 .NET issues <https://github.com/godotengine/godot/labels/topic%3Adotnet>`_.
- - Writing editor plugins is possible, but it is currently quite convoluted.
- - State is currently not saved and restored when hot-reloading,
- with the exception of exported variables.
- - Attached C# scripts should refer to a class that has a class name
- that matches the file name.
- - There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
- and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API
- naming conventions.
- So when using e.g. ``CallDeferred("AddChild")``, ``AddChild`` will not work because
- the API is expecting the original ``snake_case`` version ``add_child``. However, you
- can use any custom properties or methods without this limitation.
- Prefer using the exposed ``StringName`` in the ``PropertyName``, ``MethodName`` and
- ``SignalName`` to avoid extra ``StringName`` allocations and worrying about snake_case naming.
- As of Godot 4.0, exporting .NET projects is supported for desktop platforms
- (Linux, Windows and macOS). Other platforms will gain support in future 4.x
- releases.
- Common pitfalls
- ---------------
- You might encounter the following error when trying to modify some values in Godot
- objects, e.g. when trying to change the X coordinate of a ``Node2D``:
- .. code-block:: csharp
- :emphasize-lines: 5
- public partial class MyNode2D : Node2D
- {
- public override void _Ready()
- {
- Position.X = 100.0f;
- // CS1612: Cannot modify the return value of 'Node2D.Position' because
- // it is not a variable.
- }
- }
- This is perfectly normal. Structs (in this example, a ``Vector2``) in C# are
- copied on assignment, meaning that when you retrieve such an object from a
- property or an indexer, you get a copy of it, not the object itself. Modifying
- said copy without reassigning it afterwards won't achieve anything.
- The workaround is simple: retrieve the entire struct, modify the value you want
- to modify, and reassign the property.
- .. code-block:: csharp
- var newPosition = Position;
- newPosition.X = 100.0f;
- Position = newPosition;
- Since C# 10, it is also possible to use `with expressions <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/operators/with-expression>`_
- on structs, allowing you to do the same thing in a single line.
- .. code-block:: csharp
- Position = Position with { X = 100.0f };
- You can read more about this error on the `C# language reference <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-messages/cs1612>`_.
- Performance of C# in Godot
- --------------------------
- .. seealso::
-
- For a performance comparison of the languages Godot supports,
- see :ref:`doc_faq_which_programming_language_is_fastest`.
- Most properties of Godot C# objects that are based on ``GodotObject``
- (e.g. any ``Node`` like ``Control`` or ``Node3D`` like ``Camera3D``) require native (interop) calls as they talk to
- Godot's C++ core.
- Consider assigning values of such properties into a local variable if you need to modify or read them multiple times at
- a single code location:
- .. code-block:: csharp
- using Godot;
- public partial class YourCustomClass : Node3D
- {
- private void ExpensiveReposition()
- {
- for (var i = 0; i < 10; i++)
- {
- // Position is read and set 10 times which incurs native interop.
- // Furthermore the object is repositioned 10 times in 3D space which
- // takes additional time.
- Position += new Vector3(i, i);
- }
- }
- private void Reposition()
- {
- // A variable is used to avoid native interop for Position on every loop.
- var newPosition = Position;
- for (var i = 0; i < 10; i++)
- {
- newPosition += new Vector3(i, i);
- }
- // Setting Position only once avoids native interop and repositioning in 3D space.
- Position = newPosition;
- }
- }
- Passing raw arrays (such as ``byte[]``) or ``string`` to Godot's C# API requires marshalling which is
- comparatively pricey.
- The implicit conversion from ``string`` to ``NodePath`` or ``StringName`` incur both the native interop and marshalling
- costs as the ``string`` has to be marshalled and passed to the respective native constructor.
- Using NuGet packages in Godot
- -----------------------------
- `NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot,
- as with any C# project. Many IDEs are able to 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>
- As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet
- packages the next time it builds the project.
- Profiling your C# code
- ----------------------
- The following tools may be used for performance and memory profiling of your managed code:
- - JetBrains Rider with dotTrace/dotMemory plugin.
- - Standalone JetBrains dotTrace/dotMemory.
- - Visual Studio.
- Profiling managed and unmanaged code at once is possible with both JetBrains tools and Visual Studio, but limited to Windows.
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