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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.
- .. _doc_c_sharp_setup:
- Setting up C# for Godot
- -----------------------
- Prerequisites
- ~~~~~~~~~~~~~
- Install the latest stable version of the
- `.NET SDK <https://dotnet.microsoft.com/download>`__, previously known as the
- .NET Core SDK.
- From Godot 3.2.3 onwards, installing Mono SDK is not a requirement anymore,
- except it is required if you are building the engine from source.
- Godot bundles the parts of Mono needed to run already compiled games.
- However, Godot does not bundle the tools required to build and compile
- games, such as MSBuild and the C# compiler. These are
- included in the .NET SDK, which needs to be installed separately.
- In summary, you must have installed the .NET SDK
- **and** the Mono-enabled version of Godot.
- Additional notes
- ~~~~~~~~~~~~~~~~
- Be sure to install the 64-bit version of the SDK(s)
- if you are using the 64-bit version of Godot.
- If you are building Godot from source, install the latest stable version of
- `Mono <https://www.mono-project.com/download/stable/>`__, and make sure to
- follow the steps to enable Mono support in your build as outlined in the
- :ref:`doc_compiling_with_mono` page.
- Configuring an external editor
- ------------------------------
- C# support in Godot's built-in 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
- See the following sections for how to configure an external editor:
- JetBrains Rider
- ~~~~~~~~~~~~~~~
- After reading the "Prerequisites" section, you can download and install
- `JetBrains Rider <https://www.jetbrains.com/rider/download>`__.
- In Godot's **Editor → Editor Settings** menu:
- - Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**.
- - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
- In Rider:
- - Set **MSBuild version** to **.NET Core**.
- - Install the **Godot support** plugin.
- Visual Studio Code
- ~~~~~~~~~~~~~~~~~~
- After reading the "Prerequisites" section, you can download and install
- `Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code).
- In Godot's **Editor → Editor Settings** menu:
- - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**.
- - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
- In Visual Studio Code:
- - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
- - Install the `Mono Debug <https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug>`__ extension.
- - Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
- .. note:: If you are using Linux you need to install the
- `Mono SDK <https://www.mono-project.com/download/stable/#download-lin>`__
- for the C# tools plugin to work.
- To configure a project for debugging open the Godot project folder in VS Code.
- Go to the Run tab and click on **Add Configuration...**. Select **C# Godot**
- from the dropdown menu. Open the ``tasks.json`` and ``launch.json`` files that
- were created. Change the executable setting in ``launch.json`` and command
- settings in ``tasks.json`` to your Godot executable path. Now, when you start
- the debugger in VS Code, your Godot project will run.
- Visual Studio (Windows only)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Download and install the latest version of
- `Visual Studio <https://visualstudio.microsoft.com/downloads/>`__.
- Visual Studio will include the required SDKs if you have the correct
- workloads selected, so you don't need to manually install the things
- listed in the "Prerequisites" section.
- While installing Visual Studio, select these workloads:
- - Mobile development with .NET
- - .NET Core cross-platform development
- In Godot's **Editor → Editor Settings** menu:
- - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
- - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
- Next, you can download the Godot Visual Studio extension from github
- `here <https://github.com/godotengine/godot-csharp-visualstudio/releases>`__.
- Double click on the downloaded file and follow the installation process.
- .. note:: The option to debug your game in Visual Studio may not appear after
- installing the extension. To enable debugging, there is a
- `workaround for Visual Studio 2019 <https://github.com/godotengine/godot-csharp-visualstudio/issues/10#issuecomment-720153256>`__.
- There is
- `a separate issue about this problem in Visual Studio 2022 <https://github.com/godotengine/godot-csharp-visualstudio/issues/28>`__.
- .. note:: If you see an error like "Unable to find package Godot.NET.Sdk",
- your NuGet configuration may be incorrect and need to be fixed.
- A simple way to fix the NuGet configuration file is to regenerate it.
- In a file explorer window, go to ``%AppData%\NuGet``. Rename or delete
- the ``NuGet.Config`` file. When you build your Godot project again,
- the file will be automatically created with default values.
- 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 **Build** in the top right corner of the
- editor. You can also click **Mono** at the bottom of the editor window
- to reveal the Mono panel, then click 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.
- 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" />
- </ItemGroup>
- ...
- </Project>
- As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet
- packages the next time it builds the project.
- 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>`_.
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