c_sharp_basics.rst 13 KB

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  1. .. _doc_c_sharp:
  2. C# basics
  3. =========
  4. Introduction
  5. ------------
  6. .. warning:: C# support is a new feature available since Godot 3.0.
  7. As such, you may still run into some issues, or find spots
  8. where the documentation could be improved.
  9. Please report issues with C# in Godot on the
  10. `engine GitHub page <https://github.com/godotengine/godot/issues>`_,
  11. and any documentation issues on the
  12. `documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
  13. This page provides a brief introduction to C#, both what it is and
  14. how to use it in Godot. Afterwards, you may want to look at
  15. :ref:`how to use specific features <doc_c_sharp_features>`, read about the
  16. :ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`
  17. and (re)visit the :ref:`Scripting section <doc_scripting>` of the
  18. step-by-step tutorial.
  19. C# is a high-level programming language developed by Microsoft. In Godot,
  20. it is implemented with the Mono 6.x .NET framework, including full support
  21. for C# 8.0. Mono is an open source implementation of Microsoft's .NET Framework
  22. based on the ECMA standards for C# and the Common Language Runtime.
  23. A good starting point for checking its capabilities is the
  24. `Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_
  25. page in the Mono documentation.
  26. .. note:: This is **not** a full-scale tutorial on the C# language as a whole.
  27. If you aren't already familiar with its syntax or features,
  28. see the
  29. `Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
  30. or look for a suitable introduction elsewhere.
  31. .. _doc_c_sharp_setup:
  32. Setting up C# for Godot
  33. -----------------------
  34. Prerequisites
  35. ~~~~~~~~~~~~~
  36. Install the latest stable version of the
  37. `.NET SDK <https://dotnet.microsoft.com/download>`__, previously known as the
  38. .NET Core SDK.
  39. From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
  40. except it is required if you are building the engine from source.
  41. Godot bundles the parts of Mono needed to run already compiled games.
  42. However, Godot does not bundle the tools required to build and compile
  43. games, such as MSBuild and the C# compiler. These are
  44. included in the .NET SDK, which needs to be installed separately.
  45. In summary, you must have installed the .NET SDK
  46. **and** the Mono-enabled version of Godot.
  47. Additional notes
  48. ~~~~~~~~~~~~~~~~
  49. Be sure to install the 64-bit version of the SDK(s)
  50. if you are using the 64-bit version of Godot.
  51. If you are building Godot from source, install the latest stable version of
  52. `Mono <https://www.mono-project.com/download/stable/>`__, and make sure to
  53. follow the steps to enable Mono support in your build as outlined in the
  54. :ref:`doc_compiling_with_mono` page.
  55. Configuring an external editor
  56. ------------------------------
  57. C# support in Godot's built-in script editor is minimal. Consider using an
  58. external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`__
  59. or MonoDevelop. These provide autocompletion, debugging, and other
  60. useful features for C#. To select an external editor in Godot,
  61. click on **Editor → Editor Settings** and scroll down to
  62. **Mono**. Under **Mono**, click on **Editor**, and select your
  63. external editor of choice. Godot currently supports the following
  64. external editors:
  65. - Visual Studio 2019
  66. - Visual Studio Code
  67. - MonoDevelop
  68. - Visual Studio for Mac
  69. - JetBrains Rider
  70. See the following sections for how to configure an external editor:
  71. JetBrains Rider
  72. ~~~~~~~~~~~~~~~
  73. After reading the "Prerequisites" section, you can download and install
  74. `JetBrains Rider <https://www.jetbrains.com/rider/download>`__.
  75. In Godot's **Editor → Editor Settings** menu:
  76. - Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**.
  77. - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
  78. In Rider:
  79. - Set **MSBuild version** to **.NET Core**.
  80. - Install the **Godot support** plugin.
  81. Visual Studio Code
  82. ~~~~~~~~~~~~~~~~~~
  83. After reading the "Prerequisites" section, you can download and install
  84. `Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code).
  85. In Godot's **Editor → Editor Settings** menu:
  86. - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**.
  87. - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
  88. In Visual Studio Code:
  89. - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
  90. - Install the `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug>`__ extension.
  91. - Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
  92. .. note:: If you are using Linux you need to install the
  93. `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
  94. for the C# tools plugin to work.
  95. To configure a project for debugging open the Godot project folder in VS Code.
  96. Go to the Run tab and click on **Add Configuration...**. Select **C# Godot**
  97. from the dropdown menu. Open the ``tasks.json`` and ``launch.json`` files that
  98. were created. Change the executable setting in ``launch.json`` and command
  99. settings in ``tasks.json`` to your Godot executable path. Now, when you start
  100. the debugger in VS Code, your Godot project will run.
  101. Visual Studio (Windows only)
  102. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  103. Download and install the latest version of
  104. `Visual Studio <https://visualstudio.microsoft.com/downloads/>`__.
  105. Visual Studio will include the required SDKs if you have the correct
  106. workloads selected, so you don't need to manually install the things
  107. listed in the "Prerequisites" section.
  108. While installing Visual Studio, select these workloads:
  109. - Mobile development with .NET
  110. - .NET Core cross-platform development
  111. In Godot's **Editor → Editor Settings** menu:
  112. - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
  113. - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
  114. Next, you can download the Godot Visual Studio extension from github
  115. `here <https://github.com/godotengine/godot-csharp-visualstudio/releases>`__.
  116. Double click on the downloaded file and follow the installation process.
  117. .. note:: The option to debug your game in Visual Studio may not appear after
  118. installing the extension. To enable debugging, there is a
  119. `workaround for Visual Studio 2019 <https://github.com/godotengine/godot-csharp-visualstudio/issues/10#issuecomment-720153256>`__.
  120. There is
  121. `a separate issue about this problem in Visual Studio 2022 <https://github.com/godotengine/godot-csharp-visualstudio/issues/28>`__.
  122. .. note:: If you see an error like "Unable to find package Godot.NET.Sdk",
  123. your NuGet configuration may be incorrect and need to be fixed.
  124. A simple way to fix the NuGet configuration file is to regenerate it.
  125. In a file explorer window, go to ``%AppData%\NuGet``. Rename or delete
  126. the ``NuGet.Config`` file. When you build your Godot project again,
  127. the file will be automatically created with default values.
  128. Creating a C# script
  129. --------------------
  130. After you successfully set up C# for Godot, you should see the following option
  131. when selecting **Attach Script** in the context menu of a node in your scene:
  132. .. image:: img/attachcsharpscript.png
  133. Note that while some specifics change, most concepts work the same
  134. when using C# for scripting. If you're new to Godot, you may want to follow
  135. the tutorials on :ref:`doc_scripting` at this point.
  136. While some places in the documentation still lack C# examples, most concepts
  137. can be transferred easily from GDScript.
  138. Project setup and workflow
  139. --------------------------
  140. When you create the first C# script, Godot initializes the C# project files
  141. for your Godot project. This includes generating a C# solution (``.sln``)
  142. and a project file (``.csproj``), as well as some utility files and folders
  143. (``.mono`` and ``Properties/AssemblyInfo.cs``).
  144. All of these but ``.mono`` are important and should be committed to your
  145. version control system. ``.mono`` can be safely added to the ignore list of your VCS.
  146. When troubleshooting, it can sometimes help to delete the ``.mono`` folder
  147. and let it regenerate.
  148. Example
  149. -------
  150. Here's a blank C# script with some comments to demonstrate how it works.
  151. .. code-block:: csharp
  152. using Godot;
  153. using System;
  154. public class YourCustomClass : Node
  155. {
  156. // Member variables here, example:
  157. private int a = 2;
  158. private string b = "textvar";
  159. public override void _Ready()
  160. {
  161. // Called every time the node is added to the scene.
  162. // Initialization here.
  163. GD.Print("Hello from C# to Godot :)");
  164. }
  165. public override void _Process(float delta)
  166. {
  167. // Called every frame. Delta is time since the last frame.
  168. // Update game logic here.
  169. }
  170. }
  171. As you can see, functions normally in global scope in GDScript like Godot's
  172. ``print`` function are available in the ``GD`` class which is part of
  173. the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the
  174. class reference pages for
  175. :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
  176. .. note::
  177. Keep in mind that the class you wish to attach to your node should have the same
  178. name as the ``.cs`` file. Otherwise, you will get the following error
  179. and won't be able to run the scene:
  180. *"Cannot find class XXX for script res://XXX.cs"*
  181. General differences between C# and GDScript
  182. -------------------------------------------
  183. The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++.
  184. Where possible, fields and getters/setters have been converted to properties.
  185. In general, the C# Godot API strives to be as idiomatic as is reasonably possible.
  186. For more information, see the :ref:`doc_c_sharp_differences` page.
  187. .. warning::
  188. You need to (re)build the project assemblies whenever you want to see new
  189. exported variables or signals in the editor. This build can be manually
  190. triggered by clicking the word **Build** in the top right corner of the
  191. editor. You can also click **Mono** at the bottom of the editor window
  192. to reveal the Mono panel, then click the **Build Project** button.
  193. You will also need to rebuild the project assemblies to apply changes in
  194. "tool" scripts.
  195. Current gotchas and known issues
  196. --------------------------------
  197. As C# support is quite new in Godot, there are some growing pains and things
  198. that need to be ironed out. Below is a list of the most important issues
  199. you should be aware of when diving into C# in Godot, but if in doubt, also
  200. take a look over the official
  201. `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
  202. - Writing editor plugins is possible, but it is currently quite convoluted.
  203. - State is currently not saved and restored when hot-reloading,
  204. with the exception of exported variables.
  205. - Attached C# scripts should refer to a class that has a class name
  206. that matches the file name.
  207. - There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
  208. and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API
  209. naming conventions.
  210. So when using e.g. ``CallDeferred("AddChild")``, ``AddChild`` will not work because
  211. the API is expecting the original ``snake_case`` version ``add_child``. However, you
  212. can use any custom properties or methods without this limitation.
  213. Exporting Mono projects is supported for desktop platforms (Linux, Windows and
  214. macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP.
  215. Performance of C# in Godot
  216. --------------------------
  217. According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_,
  218. the performance of C# in Godot — while generally in the same order of magnitude
  219. — is roughly **~4×** that of GDScript in some naive cases. C++ is still
  220. a little faster; the specifics are going to vary according to your use case.
  221. GDScript is likely fast enough for most general scripting workloads.
  222. C# is faster, but requires some expensive marshalling when talking to Godot.
  223. Using NuGet packages in Godot
  224. -----------------------------
  225. `NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot,
  226. as with any C# project. Many IDEs are able to add packages directly.
  227. They can also be added manually by adding the package reference in
  228. the ``.csproj`` file located in the project root:
  229. .. code-block:: xml
  230. :emphasize-lines: 2
  231. <ItemGroup>
  232. <PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
  233. </ItemGroup>
  234. ...
  235. </Project>
  236. As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet
  237. packages the next time it builds the project.
  238. Profiling your C# code
  239. ----------------------
  240. - `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.
  241. - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.