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- .. _doc_c_sharp:
- C# basics
- =========
- Introduction
- ------------
- .. warning:: C# support is a new feature available since Godot 3.0.
- As such, you may still run into some issues, or find spots
- where the documentation could be improved.
- Please report issues with C# in Godot on the
- `engine GitHub page <https://github.com/godotengine/godot/issues>`_,
- and any documentation issues on the
- `documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
- 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 the Mono 6.x .NET framework, including full support
- for C# 8.0. Mono is an open source implementation of Microsoft's .NET Framework
- based on the ECMA standards for C# and the Common Language Runtime.
- A good starting point for checking its capabilities is the
- `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_
- page in the Mono documentation.
- .. 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.
- Setting up C# for Godot
- -----------------------
- Windows (Visual Studio)
- ~~~~~~~~~~~~~~~~~~~~~~~
- Download and install the latest version of
- `Visual Studio <https://visualstudio.microsoft.com/downloads/>`_
- (*not* Visual Studio Code), which contains utilities required to use
- C# in Godot. If you don't plan on using the Visual Studio IDE,
- you can download just the
- `Visual Studio Build Tools <https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15>`_
- instead.
- Make sure you at least have the .NET Framework 4.5 targeting pack installed, you can get it using any of the installers mentioned above inside the "Individual components" tab.
- Windows (JetBrains Rider)
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- JetBrains Rider comes with bundled MSBuild, so nothing extra is required.
- Make sure to set the following preferences:
- - In Godot's Editor Settings:
- - Set **Mono External Editor** to **JetBrains Rider**.
- - set **Mono Build Tool** to **JetBrains Mono**.
- - In Rider:
- - Set **MSBuild version** to either **Bundled with Rider** or **.NET Core**.
- - Install the **Godot support** plugin.
- macOS and Linux
- ~~~~~~~~~~~~~~~
- Download and install the latest version of the
- `Mono SDK <http://www.mono-project.com/download/>`_. As of Godot 3.1 beta 3,
- the version number doesn't matter since Godot bundles its own Mono 5.18
- installation. We only need the Mono installation for NuGet and MSBuild
- which are required to use C# in Godot.
- .. note:: To download Mono on macOS, use the "Stable Channel" link
- from the `Mono Downloads Page <http://www.mono-project.com/download/>`_.
- The Visual Studio channel is an earlier version of Mono and
- will not work.
- Additional notes
- ~~~~~~~~~~~~~~~~
- Your Godot version must have Mono support enabled,
- so make sure to download the **Mono version** of Godot.
- If you are building Godot from source, make sure to follow the steps to
- enable Mono support in your build as outlined in the
- :ref:`doc_compiling_with_mono` page.
- In summary, you must have installed Visual Studio or Mono (depending
- on your operating system) **and** the Mono-enabled version of Godot.
- Configuring an external editor
- ------------------------------
- C# support in Godot's 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
- **Mono**. Under **Mono**, click on **Editor**, and select your
- external editor of choice. Godot currently supports the following
- external editors:
- - Visual Studio 2019
- - Visual Studio Code
- - MonoDevelop
- - Visual Studio for Mac
- - JetBrains Rider
- .. note::
- If you are using Visual Studio Code, ensure you download and install the
- `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_
- to enable features like syntax highlighting and IntelliSense.
- .. note::
- If you are using Visual Studio 2019, you must follow the instructions found
- in the `:ref:doc_c_sharp_configuring_vs_2019_for_debugging` section below.
- 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.png
- 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 places in the documentation still lack C# examples, most concepts
- can be transferred easily 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
- (``.mono`` and ``Properties/AssemblyInfo.cs``).
- All of these but ``.mono`` are important and should be committed to your
- version control system. ``.mono`` can be safely added to the ignore list of your VCS.
- When troubleshooting, it can sometimes help to delete the ``.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;
- using System;
- public 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(float 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`` class which is part of
- the ``Godot`` namespace. For a 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
- and won't be able to run the scene:
- *"Cannot find class XXX for script res://XXX.cs"*
- 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 word **Mono** at the bottom of the editor window
- to reveal the Mono panel, then clicking the **Build Project** button.
- 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 Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
- - 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.
- As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
- (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
- supported yet is UWP.
- Performance of C# in Godot
- --------------------------
- According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_,
- the performance of C# in Godot — while generally in the same order of magnitude
- — is roughly **~4×** that of GDScript in some naive cases. C++ is still
- a little faster; the specifics are going to vary according to your use case.
- GDScript is likely fast enough for most general scripting workloads.
- C# is faster, but requires some expensive marshalling when talking to Godot.
- 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</Version>
- </PackageReference>
- </ItemGroup>
- ...
- </Project>
- .. note::
- By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)
- Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the
- project directory. To ensure that NuGet packages will be available for
- msbuild to use, run:
- .. code-block:: none
- msbuild /t:restore
- Profiling your C# code
- ----------------------
- - `Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently.
- - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
- .. _doc_c_sharp_configuring_vs_2019_for_debugging:
- Configuring VS 2019 for debugging
- ---------------------------------
- .. note::
- Godot has built-in support for workflows involving several popular C# IDEs.
- Built-in support for Visual Studio will be including in future versions,
- but in the meantime, the steps below can let you configure VS 2019 for use
- with Godot C# projects.
- 1. Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected.
- 2. **Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging.
- 3. Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_.
- 4. In VS 2019 --> Extensions --> Mono --> Settings:
- - Select ``Debug/Deploy to local Windows``.
- - Leave ``Local Deploy Path`` blank.
- - Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent.
- - Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful.
- 5. Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach.
- 6. In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger.
- Configuring Visual Studio Code for debugging
- --------------------------------------------
- To configure debugging, open Visual Studio Code and download the Mono Debug extension from
- Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code.
- Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown
- menu. Now, when you start the debugger in VS Code your Godot project will run.
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