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Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as…
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
Use the Godot .NET editor build and install the matching .NET 8 SDK. Creating the first C#
script generates a .csproj/.sln. Build with the editor or dotnet build.
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.
Override lifecycle methods in PascalCase with double delta: _Ready(),
_Process(double delta), _PhysicsProcess(double delta).
Expose tunables with [Export]; they show in the Inspector like GDScript @export.
Declare signals as [Signal] delegates named XxxEventHandler; emit with
EmitSignal(SignalName.Xxx, ...) and subscribe with the generated C# event.
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
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#; mismatched/missing
.NET SDK causes build failures. Godot 4.7 targets .NET 8; check current platform
export notes because Android and other AOT targets can require newer SDK tooling.
QueueFree() vs Free() — same rules as GDScript; prefer QueueFree(). Disposed
objects throw ObjectDisposedException if used after freeing.
Export to some platforms differs for .NET (e.g. extra steps for web/mobile); check
the .NET export notes for your target.
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.don't have the plugin yet? install it then click "run inline in claude" again.