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. Setting up C# for Godot
  32. -----------------------
  33. Prerequisites
  34. ~~~~~~~~~~~~~
  35. Install the latest stable version of
  36. `.NET Core SDK <https://dotnet.microsoft.com/download/dotnet-core>`__
  37. (3.1 as of writing).
  38. As of Godot 3.2.3, installing Mono SDK is not a requirement anymore,
  39. except it is required if you are building the engine from source.
  40. Godot bundles the parts of Mono needed to run already compiled games,
  41. however Godot does not include the tools required to build and compile
  42. games, such as MSBuild. These tools need to be installed separately.
  43. The required tools are included in the .NET Core SDK. MSBuild is also
  44. included in the Mono SDK, but it can't build C# projects with the new
  45. ``csproj`` format, therefore .NET Core SDK is required for Godot 3.2.3+.
  46. In summary, you must have installed .NET Core SDK
  47. **and** the Mono-enabled version of Godot.
  48. Additional notes
  49. ~~~~~~~~~~~~~~~~
  50. Be sure to install the 64-bit version of the SDK(s)
  51. if you are using the 64-bit version of Godot.
  52. If you are building Godot from source, install the latest stable version of
  53. `Mono <https://www.mono-project.com/download/stable/>`__, and make sure to
  54. follow the steps to enable Mono support in your build as outlined in the
  55. :ref:`doc_compiling_with_mono` page.
  56. Configuring an external editor
  57. ------------------------------
  58. C# support in Godot's built-in script editor is minimal. Consider using an
  59. external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`__
  60. or MonoDevelop. These provide autocompletion, debugging, and other
  61. useful features for C#. To select an external editor in Godot,
  62. click on **Editor → Editor Settings** and scroll down to
  63. **Mono**. Under **Mono**, click on **Editor**, and select your
  64. external editor of choice. Godot currently supports the following
  65. external editors:
  66. - Visual Studio 2019
  67. - Visual Studio Code
  68. - MonoDevelop
  69. - Visual Studio for Mac
  70. - JetBrains Rider
  71. See the following sections for how to configure an external editor:
  72. JetBrains Rider
  73. ~~~~~~~~~~~~~~~
  74. After reading the "Prerequisites" section, you can download and install
  75. `JetBrains Rider <https://www.jetbrains.com/rider/download>`__.
  76. In Godot's **Editor → Editor Settings** menu:
  77. - Set **Mono** -> **Editor** -> **External Editor** to **JetBrains Rider**.
  78. - Set **Mono** -> **Builds** -> **Build Tool** to **dotnet CLI**.
  79. In Rider:
  80. - Set **MSBuild version** to **.NET Core**.
  81. - Install the **Godot support** plugin.
  82. Visual Studio Code
  83. ~~~~~~~~~~~~~~~~~~
  84. After reading the "Prerequisites" section, you can download and install
  85. `Visual Studio Code <https://code.visualstudio.com/download>`__ (aka VS Code).
  86. In Godot's **Editor → Editor Settings** menu:
  87. - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio Code**.
  88. In Visual Studio Code:
  89. - Install the `C# <https://marketplace.visualstudio.com/items?itemName=ms-dotnettools.csharp>`__ extension.
  90. - Install the `godot-tools <https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools>`__ extension.
  91. - Install the `C# Tools for Godot <https://marketplace.visualstudio.com/items?itemName=neikeq.godot-csharp-vscode>`__ extension.
  92. Next, follow the instructions found in the
  93. :ref:`doc_c_sharp_configuring_vs_code_for_debugging` section below.
  94. Visual Studio (Windows only)
  95. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  96. Download and install the latest version of
  97. `Visual Studio <https://visualstudio.microsoft.com/downloads/>`__.
  98. Visual Studio will include the required SDKs if you have the correct
  99. workloads selected, so you don't need to manually install the things
  100. listed in the "Prerequisites" section.
  101. While installing Visual Studio, select these workloads:
  102. - Mobile development with .NET
  103. - .NET Core cross-platform development
  104. In Godot's **Editor → Editor Settings** menu:
  105. - Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**.
  106. Next, follow the instructions found in the
  107. :ref:`doc_c_sharp_configuring_vs_2019_for_debugging` section below.
  108. Creating a C# script
  109. --------------------
  110. After you successfully set up C# for Godot, you should see the following option
  111. when selecting **Attach Script** in the context menu of a node in your scene:
  112. .. image:: img/attachcsharpscript.png
  113. Note that while some specifics change, most concepts work the same
  114. when using C# for scripting. If you're new to Godot, you may want to follow
  115. the tutorials on :ref:`doc_scripting` at this point.
  116. While some places in the documentation still lack C# examples, most concepts
  117. can be transferred easily from GDScript.
  118. Project setup and workflow
  119. --------------------------
  120. When you create the first C# script, Godot initializes the C# project files
  121. for your Godot project. This includes generating a C# solution (``.sln``)
  122. and a project file (``.csproj``), as well as some utility files and folders
  123. (``.mono`` and ``Properties/AssemblyInfo.cs``).
  124. All of these but ``.mono`` are important and should be committed to your
  125. version control system. ``.mono`` can be safely added to the ignore list of your VCS.
  126. When troubleshooting, it can sometimes help to delete the ``.mono`` folder
  127. and let it regenerate.
  128. Example
  129. -------
  130. Here's a blank C# script with some comments to demonstrate how it works.
  131. .. code-block:: csharp
  132. using Godot;
  133. using System;
  134. public class YourCustomClass : Node
  135. {
  136. // Member variables here, example:
  137. private int a = 2;
  138. private string b = "textvar";
  139. public override void _Ready()
  140. {
  141. // Called every time the node is added to the scene.
  142. // Initialization here.
  143. GD.Print("Hello from C# to Godot :)");
  144. }
  145. public override void _Process(float delta)
  146. {
  147. // Called every frame. Delta is time since the last frame.
  148. // Update game logic here.
  149. }
  150. }
  151. As you can see, functions normally in global scope in GDScript like Godot's
  152. ``print`` function are available in the ``GD`` class which is part of
  153. the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the
  154. class reference pages for
  155. :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
  156. .. note::
  157. Keep in mind that the class you wish to attach to your node should have the same
  158. name as the ``.cs`` file. Otherwise, you will get the following error
  159. and won't be able to run the scene:
  160. *"Cannot find class XXX for script res://XXX.cs"*
  161. General differences between C# and GDScript
  162. -------------------------------------------
  163. The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++.
  164. Where possible, fields and getters/setters have been converted to properties.
  165. In general, the C# Godot API strives to be as idiomatic as is reasonably possible.
  166. For more information, see the :ref:`doc_c_sharp_differences` page.
  167. .. warning::
  168. You need to (re)build the project assemblies whenever you want to see new
  169. exported variables or signals in the editor. This build can be manually
  170. triggered by clicking the word **Mono** at the bottom of the editor window
  171. to reveal the Mono panel, then clicking the **Build Project** button.
  172. You will also need to rebuild the project assemblies to apply changes in
  173. "tool" scripts.
  174. Current gotchas and known issues
  175. --------------------------------
  176. As C# support is quite new in Godot, there are some growing pains and things
  177. that need to be ironed out. Below is a list of the most important issues
  178. you should be aware of when diving into C# in Godot, but if in doubt, also
  179. take a look over the official
  180. `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
  181. - Writing editor plugins is possible, but it is currently quite convoluted.
  182. - State is currently not saved and restored when hot-reloading,
  183. with the exception of exported variables.
  184. - Attached C# scripts should refer to a class that has a class name
  185. that matches the file name.
  186. - There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()``
  187. and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API
  188. naming conventions.
  189. So when using e.g. ``CallDeferred("AddChild")``, ``AddChild`` will not work because
  190. the API is expecting the original ``snake_case`` version ``add_child``. However, you
  191. can use any custom properties or methods without this limitation.
  192. As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms
  193. (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not
  194. supported yet is UWP.
  195. Performance of C# in Godot
  196. --------------------------
  197. According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_,
  198. the performance of C# in Godot — while generally in the same order of magnitude
  199. — is roughly **~4×** that of GDScript in some naive cases. C++ is still
  200. a little faster; the specifics are going to vary according to your use case.
  201. GDScript is likely fast enough for most general scripting workloads.
  202. C# is faster, but requires some expensive marshalling when talking to Godot.
  203. Using NuGet packages in Godot
  204. -----------------------------
  205. `NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot,
  206. as with any C# project. Many IDEs are able to add packages directly.
  207. They can also be added manually by adding the package reference in
  208. the ``.csproj`` file located in the project root:
  209. .. code-block:: xml
  210. :emphasize-lines: 2
  211. <ItemGroup>
  212. <PackageReference Include="Newtonsoft.Json" Version="11.0.2" />
  213. </ItemGroup>
  214. ...
  215. </Project>
  216. As of Godot 3.2.3, Godot automatically downloads and sets up newly added NuGet
  217. packages the next time it builds the project.
  218. Profiling your C# code
  219. ----------------------
  220. - `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.
  221. - External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/profiler/>`_ can be used as described `here <https://github.com/godotengine/godot/pull/34382>`_.
  222. .. _doc_c_sharp_configuring_vs_2019_for_debugging:
  223. Configuring VS 2019 for debugging
  224. ---------------------------------
  225. .. note::
  226. Godot has built-in support for workflows involving several popular C# IDEs.
  227. Built-in support for Visual Studio will be including in future versions,
  228. but in the meantime, the steps below can let you configure VS 2019 for use
  229. with Godot C# projects.
  230. 1. Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected.
  231. 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.
  232. 3. Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/items?itemName=GordianDotNet.VSMonoDebugger0d62>`_.
  233. 4. In VS 2019 --> Extensions --> Mono --> Settings:
  234. - Select ``Debug/Deploy to local Windows``.
  235. - Leave ``Local Deploy Path`` blank.
  236. - Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent.
  237. - Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful.
  238. 5. Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach.
  239. 6. In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger.
  240. .. _doc_c_sharp_configuring_vs_code_for_debugging:
  241. Configuring Visual Studio Code for debugging
  242. --------------------------------------------
  243. To configure debugging, open Visual Studio Code and download the Mono Debug extension from
  244. Microsoft and the Godot extension by Ignacio. Then open the Godot project folder in VS Code.
  245. Go to the Run tab and click on **create a launch.json file**. Select **C# Godot** from the dropdown
  246. menu. Now, when you start the debugger in VS Code your Godot project will run.