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/csharp-signals

Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, and async signal awaiting. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.

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SKILL.md

csharp-signals.SKILL.md
name: csharp-signals
description: Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, and async signal awaiting. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.

Signals in C# (Godot 4.x)

This skill is **C# only**. For general C# conventions and project setup, see the **csharp-godot** skill. Godot signals in C# require a different mental model from GDScript: delegates declared with `[Signal]`, strongly-typed `+=`/`-=` connections, and mandatory disconnection in `_ExitTree()`. All examples target Godot 4.x with no deprecated APIs.

> **Related skills:** **csharp-godot** for C# conventions and project setup, **event-bus** for global signal hub architecture, **component-system** for signal-based component communication.

---

1. Signal Declaration

Signals are declared as `public delegate void` with the `[Signal]` attribute inside a `partial class` that extends a Godot type. The delegate name **must** end with `EventHandler` — Godot strips that suffix to produce the signal name exposed to the engine.

using Godot;

public partial class Player : CharacterBody2D
{
    // Signal name in engine: "HealthChanged"
    [Signal] public delegate void HealthChangedEventHandler(int current, int maximum);

    // Signal name in engine: "Died"
    [Signal] public delegate void DiedEventHandler();

    // Signal name in engine: "ItemCollected"
    [Signal] public delegate void ItemCollectedEventHandler(string itemName);
}

**Naming rules:**

| Delegate name | Engine signal name | |---------------------------------|---------------------| | `HealthChangedEventHandler` | `HealthChanged` | | `DiedEventHandler` | `Died` | | `ItemCollectedEventHandler` | `ItemCollected` | | `PlayerSpawnedEventHandler` | `PlayerSpawned` |

Omitting the `EventHandler` suffix is a compile error: the source generator reports GD0201, "The name of the delegate must end with 'EventHandler'".

**Parameter type constraints:** Signal parameters must be `Variant`-compatible: numeric types, `bool`, `string`, enums, Godot structs (`Vector2`, `Color`, …), `StringName`, `NodePath`, `GodotObject` subclasses, `Godot.Collections.Array`/`Dictionary` (including the generic `Array<T>`/`Dictionary<TKey, TValue>`) and packed-array equivalents such as `int[]`. Other C# classes and structs fail the build with GD0202.

---

2. Emitting Signals

Use `EmitSignal(SignalName.SignalName, args...)`. The `SignalName` nested class is auto-generated by the Godot source generators at build time — one cached `StringName` per declared signal.

using Godot;

public partial class Player : CharacterBody2D
{
    [Signal] public delegate void HealthChangedEventHandler(int current, int maximum);
    [Signal] public delegate void DiedEventHandler();
    [Signal] public delegate void ItemCollectedEventHandler(string itemName);

    [Export] public int MaxHealth { get; set; } = 100;
    private int _currentHealth;

    public override void _Ready()
    {
        _currentHealth = MaxHealth;
    }

    public void TakeDamage(int amount)
    {
        _currentHealth = Mathf.Clamp(_currentHealth - amount, 0, MaxHealth);

        // Type-safe emission — SignalName.HealthChanged is a generated constant.
        EmitSignal(SignalName.HealthChanged, _currentHealth, MaxHealth);

        if (_currentHealth == 0)
            EmitSignal(SignalName.Died);
    }

    public void CollectItem(string itemName)
    {
        EmitSignal(SignalName.ItemCollected, itemName);
    }
}

`EmitSignal` does not check its arguments against the delegate. With the wrong argument count, `+=` handlers on a custom `[Signal]` are skipped without an error, and `Connect`/GDScript receivers log `Error calling from signal … Method expected N argument(s), but called with M`. With a wrong type, C# handlers get the value converted or defaulted (`0`, `null`); a typed GDScript receiver logs `Cannot convert argument N from X to Y` and is not called.

---

3. Connecting Signals

The `+=` operator (preferred)

using Godot;

public partial class HudLayer : CanvasLayer
{
    private Player _player;

    public override void _Ready()
    {
        _player = GetNode<Player>("../Player");

        // Connect with += — mirrors C# event syntax.
        _player.HealthChanged += OnHealthChanged;
        _player.Died          += OnDied;
        _player.ItemCollected += OnItemCollected;
    }

    private void OnHealthChanged(int current, int maximum)
    {
        GetNode<ProgressBar>("HealthBar").Value = (double)current / maximum * 100.0;
        GetNode<Label>("HealthLabel").Text = $"{current} / {maximum}";
    }

    private void OnDied()
    {
        GetNode<Control>("DeathScreen").Show();
    }

    private void OnItemCollected(string itemName)
    {
        GetNode<Label>("PickupLabel").Text = $"Picked up: {itemName}";
    }
}

Lambda connections

Use lambdas for one-off, short-lived responses. Store the lambda in a field if you need to disconnect it later.

// Anonymous lambda — cannot be disconnected by reference later.
_player.Died += () => GetNode<AudioStreamPlayer>("DeathSound").Play();

// Stored lambda — can be disconnected.
private Action<string> _onItemCollected;

public override void _Ready()
{
    _onItemCollected = (itemName) =>
    {
        _collectCount++;
        UpdateCollectDisplay();
    };
    _player.ItemCollected += _onItemCollected;
}

public override void _ExitTree()
{
    _player.ItemCollected -= _onItemCollected;
}

Connecting in `_Ready()`

Connect inside `_Ready()` — or `_EnterTree()` for a node that is removed and re-added, since `_Ready()` runs only once. The node's references are resolved and the scene tree is available at that point. Connecting in the constructor or field initializers may fail because Godo

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csharp-signals installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.