C# collections

The .NET base class library contains multiple collection types that can be used to store and manipulate data. Godot also provide some collection types that are tightly integrated with the rest of the engine.

Choose a collection

The main difference between the .NET collections and the Godot collections is that the .NET collections are implemented in C# while the Godot collections are implemented in C++ and the Godot C# API is a wrapper over it, this is an important distinction since it means every operation on a Godot collection requires marshaling which can be expensive especially inside a loop.

Due to the performance implications, using Godot collections is only recommended when absolutely necessary (such as interacting with the Godot API). Godot only understands its own collection types, so it’s required to use them when talking to the engine.

If you have a collection of elements that don’t need to be passed to a Godot API, using a .NET collection would be more performant.

Tip

It’s also possible to convert between .NET collections and Godot collections. The Godot collections contain constructors from generic .NET collection interfaces that copy their elements, and the Godot collections can be used with the LINQ ToList, ToArray and ToDictionary methods. But keep in mind this conversion requires marshaling every element in the collection and copies it to a new collection so it can be expensive.

Despite this, the Godot collections are optimized to try and avoid unnecessary marshaling, so methods like Sort or Reverse are implemented with a single interop call and don’t need to marshal every element. Keep an eye out for generic APIs that take collection interfaces like LINQ because every method requires iterating the collection and, therefore, marshaling every element. Prefer using the instance methods of the Godot collections when possible.

To choose which collection type to use for each situation, consider the following questions:

  • Does your collection need to interact with the Godot engine? (e.g.: the type of an exported property, calling a Godot method).

  • Do you need a Godot collection that represents a list or sequential set of data?

    • Godot arrays are similar to the C# collection List<T>.

    • Godot packed arrays are more memory-efficient arrays, in C# use one of the supported System.Array types.

  • Do you need a Godot collection that maps a set of keys to a set of values?

    • Godot dictionaries store pairs of keys and values and allow easy access to the values by their associated key.

Godot collections

PackedArray

Godot packed arrays are implemented as an array of a specific type, allowing it to be more tightly packed as each element has the size of the specific type, not Variant.

In C#, packed arrays are replaced by System.Array:

GDScript

C#

PackedByteArray

byte[]

PackedInt32Array

int[]

PackedInt64Array

long[]

PackedFloat32Array

float[]

PackedFloat64Array

double[]

PackedStringArray

string[]

PackedVector2Array

Vector2[]

PackedVector3Array

Vector3[]

PackedVector4Array

Vector4[]

PackedColorArray

Color[]

Other C# arrays are not supported by the Godot C# API since a packed array equivalent does not exist. See the list of Variant-compatible types.

Array

Godot arrays are implemented as an array of Variant and can contain several elements of any type. In C#, the equivalent type is Godot.Collections.Array.

The generic Godot.Collections.Array<T> type allows restricting the element type to a Variant-compatible type.

An untyped Godot.Collections.Array can be converted to a typed array using the Godot.Collections.Array<T>(Godot.Collections.Array) constructor.

Note

Despite the name, Godot arrays are more similar to the C# collection List<T> than System.Array. Their size is not fixed and can grow or shrink as elements are added/removed from the collection.

List of Godot’s Array methods and their equivalent in C#:

GDScript

C#

all

System.Linq.Enumerable.All

any

System.Linq.Enumerable.Any

append

Add

append_array

AddRange

assign

Clear and AddRange

back

Array[^1] or System.Linq.Enumerable.Last or System.Linq.Enumerable.LastOrDefault

bsearch

BinarySearch

bsearch_custom

N/A

clear

Clear

count

System.Linq.Enumerable.Count

duplicate

Duplicate

erase

Remove

fill

Fill

filter

Use System.Linq.Enumerable.Where

find

IndexOf

front

Array[0] or System.Linq.Enumerable.First or System.Linq.Enumerable.FirstOrDefault

get_typed_builtin

N/A

get_typed_class_name

N/A

get_typed_script

N/A

has

Contains

hash

GD.Hash

insert

Insert

is_empty

Use Count == 0

is_read_only

IsReadOnly

is_same_typed

N/A

is_typed

N/A

make_read_only

MakeReadOnly

map

System.Linq.Enumerable.Select

max

Max

min

Min

pick_random

PickRandom (Consider using System.Random)

pop_at

Array[i] with RemoveAt(i)

pop_back

Array[^1] with RemoveAt(Count - 1)

pop_front

Array[0] with RemoveAt(0)

push_back

Insert(Count, item)

push_front

Insert(0, item)

reduce

System.Linq.Enumerable.Aggregate

remove_at

RemoveAt

resize

Resize

reverse

Reverse

rfind

LastIndexOf

shuffle

Shuffle

size

Count

slice

Slice

sort

Sort

sort_custom

System.Linq.Enumerable.OrderBy

operator !=

!RecursiveEqual

operator +

operator +

operator <

N/A

operator <=

N/A

operator ==

RecursiveEqual

operator >

N/A

operator >=

N/A

operator []

Array[int] indexer

Dictionary

Godot dictionaries are implemented as a dictionary with Variant keys and values. In C#, the equivalent type is Godot.Collections.Dictionary.

The generic Godot.Collections.Dictionary<TKey, TValue> type allows restricting the key and value types to a Variant-compatible type.

An untyped Godot.Collections.Dictionary can be converted to a typed dictionary using the Godot.Collections.Dictionary<TKey, TValue>(Godot.Collections.Dictionary) constructor.

Tip

If you need a dictionary where the key is typed but not the value, use Variant as the TValue generic parameter of the typed dictionary.

  1. // The keys must be string, but the values can be any Variant-compatible type.
  2. var dictionary = new Godot.Collections.Dictionary<string, Variant>();

List of Godot’s Dictionary methods and their equivalent in C#:

GDScript

C#

clear

Clear

duplicate

Duplicate

erase

Remove

find_key

N/A

get

Dictionary[Variant] indexer or TryGetValue

has

ContainsKey

has_all

N/A

hash

GD.Hash

is_empty

Use Count == 0

is_read_only

IsReadOnly

keys

Keys

make_read_only

MakeReadOnly

merge

Merge

size

Count

values

Values

operator !=

!RecursiveEqual

operator ==

RecursiveEqual

operator []

Dictionary[Variant] indexer, Add or TryGetValue


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