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gamedev-skills

Godot Csharp skill

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.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp
GitHub stars
8,175
Pack installs
748k
Alyn Score
77/99
Updated
9 h ago
License
Apache-2.0

Install Godot Csharp

Pick your agent. Every command is ready to paste.

$npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads godot-csharp when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the godot-csharp skill”. In Codex, type $godot-csharp.

The skill itself

SKILL.md

GitHub

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.

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

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
        // World input -> this future parent's local space, before _Ready() can run.
        b.Position = ToLocal(at);                   // same canvas, non-top-level Node2D
        AddChild(b);                                // _Ready() sees the final position
    }
}

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.
  • 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.

Tips for Godot Csharp

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Godot Csharp

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 gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Godot Csharp work in Cursor and Codex?

Yes. Godot Csharp uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Godot Csharp free?

Godot Csharp is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.

Who made Godot Csharp?

Godot Csharp is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

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