/godot-csharp
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,
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/godot-csharp
Context preview
The summary Claude sees to decide when to auto-load this 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,
SKILL.md
godot-csharp.SKILL.mdname: godot-csharp
description: >
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
1. **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`. 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<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;
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. ex
Read more
name: godot-csharp description: > 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
1. **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`. 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<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;
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. ex
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Other skills on awesome-gamedev-agent-skills.
- /audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses,
Open skill - /camera-systems
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera
Open skill - /create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Open skill - /dialogue-systems
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching
Open skill - /game-ai
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or
Open skill - /game-feel
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera
Open skill

