Up to date
This page is up to date for Godot 4.1
. If you still find outdated information, please open an issue.
C# features
This page provides an overview of the commonly used features of both C# and Godot and how they are used together.
Type conversion and casting
C# is a statically typed language. Therefore, you can’t do the following:
var mySprite = GetNode("MySprite");
mySprite.SetFrame(0);
The method GetNode()
returns a Node
instance. You must explicitly convert it to the desired derived type, Sprite2D
in this case.
For this, you have various options in C#.
Casting and Type Checking
Throws InvalidCastException
if the returned node cannot be cast to Sprite2D. You would use it instead of the as
operator if you are pretty sure it won’t fail.
Sprite2D mySprite = (Sprite2D)GetNode("MySprite");
mySprite.SetFrame(0);
Using the AS operator
The as
operator returns null
if the node cannot be cast to Sprite2D, and for that reason, it cannot be used with value types.
Sprite2D mySprite = GetNode("MySprite") as Sprite2D;
// Only call SetFrame() if mySprite is not null
mySprite?.SetFrame(0);
Using the generic methods
Generic methods are also provided to make this type conversion transparent.
GetNode<T>()
casts the node before returning it. It will throw an InvalidCastException
if the node cannot be cast to the desired type.
Sprite2D mySprite = GetNode<Sprite2D>("MySprite");
mySprite.SetFrame(0);
GetNodeOrNull<T>()
uses the as
operator and will return null
if the node cannot be cast to the desired type.
Sprite2D mySprite = GetNodeOrNull<Sprite2D>("MySprite");
// Only call SetFrame() if mySprite is not null
mySprite?.SetFrame(0);
Type checking using the IS operator
To check if the node can be cast to Sprite2D, you can use the is
operator. The is
operator returns false if the node cannot be cast to Sprite2D, otherwise it returns true. Note that when the is
operator is used against null
the result is always going to be false
.
if (GetNode("MySprite") is Sprite2D)
{
// Yup, it's a Sprite2D!
}
if (null is Sprite2D)
{
// This block can never happen.
}
You can also declare a new variable to conditionally store the result of the cast if the is
operator returns true
.
if (GetNode("MySprite") is Sprite2D mySprite)
{
// The mySprite variable only exists inside this block, and it's never null.
mySprite.SetFrame(0);
}
For more advanced type checking, you can look into Pattern Matching.
Preprocessor defines
Godot has a set of defines that allow you to change your C# code depending on the environment you are compiling to.
Note
If you created your project before Godot 3.2, you have to modify or regenerate your csproj file to use this feature (compare <DefineConstants>
with a new 3.2+ project).
Examples
For example, you can change code based on the platform:
public override void _Ready()
{
#if GODOT_SERVER
// Don't try to load meshes or anything, this is a server!
LaunchServer();
#elif GODOT_32 || GODOT_MOBILE || GODOT_WEB
// Use simple objects when running on less powerful systems.
SpawnSimpleObjects();
#else
SpawnComplexObjects();
#endif
}
Or you can detect which engine your code is in, useful for making cross-engine libraries:
public void MyPlatformPrinter()
{
#if GODOT
GD.Print("This is Godot.");
#elif UNITY_5_3_OR_NEWER
print("This is Unity.");
#else
throw new NotSupportedException("Only Godot and Unity are supported.");
#endif
}
Or you can write scripts that target multiple Godot versions and can take advantage that are only available on some of those versions:
public void UseCoolFeature()
{
#if GODOT4_3_OR_GREATER || GODOT4_2_2_OR_GREATER
// Use CoolFeature, that was added to Godot in 4.3 and cherry-picked into 4.2.2, here.
#else
// Use a workaround for the absence of CoolFeature here.
#endif
}
Full list of defines
GODOT
is always defined for Godot projects.TOOLS
is defined when building with the Debug configuration (editor and editor player).GODOT_REAL_T_IS_DOUBLE
is defined when theGodotFloat64
property is set totrue
.One of
GODOT_64
orGODOT_32
is defined depending on if the architecture is 64-bit or 32-bit.One of
GODOT_LINUXBSD
,GODOT_WINDOWS
,GODOT_OSX
,GODOT_ANDROID
,GODOT_IOS
,GODOT_HTML5
, orGODOT_SERVER
depending on the OS. These names may change in the future. These are created from theget_name()
method of the OS singleton, but not every possible OS the method returns is an OS that Godot with .NET runs on.GODOTX
,GODOTX_Y
,GODOTX_Y_Z
,GODOTx_OR_GREATER
,GODOTX_y_OR_GREATER
, andGODOTX_Y_z_OR_GREATER
, whereX
,Y
, andZ
are replaced by the current major, minor and patch version of Godot.x
,y
, andz
are replaced by 0 to to the current version for that component.Note
These defines were first added in Godot 4.0.4 and 4.1. Version defines for prior versions do not exist, regardless of the current Godot version.
For example: Godot 4.0.5 defines
GODOT4
,GODOT4_OR_GREATER
,GODOT4_0
,GODOT4_0_OR_GREATER
,GODOT4_0_5
,GODOT4_0_4_OR_GREATER
, andGODOT4_0_5_OR_GREATER
. Godot 4.3.2 definesGODOT4
,GODOT4_OR_GREATER
,GODOT4_3
,GODOT4_0_OR_GREATER
,GODOT4_1_OR_GREATER
,GODOT4_2_OR_GREATER
,GODOT4_3_OR_GREATER
,GODOT4_3_2
,GODOT4_3_0_OR_GREATER
,GODOT4_3_1_OR_GREATER
, andGODOT4_3_2_OR_GREATER
.
When exporting, the following may also be defined depending on the export features:
One of
GODOT_PC
,GODOT_MOBILE
, orGODOT_WEB
depending on the platform type.One of
GODOT_WINDOWS
,GODOT_LINUXBSD
,GODOT_MACOS
,GODOT_UWP
,GODOT_HAIKU
,GODOT_ANDROID
,GODOT_IOS
, orGODOT_WEB
depending on the platform.
To see an example project, see the OS testing demo: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test