C# Source Generators for use with the Godot Game Engine (supports Godot 4 and .NET 9!)
SceneTree
class attribute:- Generates class property for uniquely named nodes
- Provides strongly typed access to the scene hierarchy (via
_
operator)
GodotOverride
method attribute:- Allows use of On*, instead of virtual _* overrides
- (Requires partial method declaration for use with Godot 4)
Notify
property attribute:- Generates boiler plate code, triggering only when values differ
- (Automagically triggers nested changes for Resource and Resource[])
InputMap
class attribute:- Provides strongly typed access to input actions defined in godot.project
LayerNames
class attribute:- Provide strongly typed access to layer names defined in godot.project
- NEW:
Autoload
/AutoloadRename
class attribute:- Provide strongly typed access to autoload nodes defined in godot.project
CodeComments
class attribute:- Provides a nested static class to access property comments from code (useful for in-game tooltips, etc)
OnInstantiate
method attribute:- Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
- (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
OnImport
method attribute (GD4 only):- Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
- Includes base classes/helpers to create project specific source generators
- Version 1.x supports Godot 3 only
- Version 2.x supports Godot 3 & 4
- Version 3.x will support Godot 4 only
Notify
will be improvedOnImport
will be removedSceneTree
caching will be removed (+ other ideas)- Post comments/questions/suggestions as issues - open discussions welcome
- eg, should
_
operator be replaced to avoid conflict with C# discard operator?
- eg, should
(See GodotSharp.BuildingBlocks or local tests for example usage patterns)
Install via NuGet
- Class attribute
- Generates class property for uniquely named nodes
- Provides strongly typed access to the scene hierarchy (via
_
operator) - Nodes are cached on first retrieval to avoid interop overhead
- Advanced options available as attribute arguments
- tscnRelativeToClassPath: (default null) Specify path to tscn relative to current class
- traverseInstancedScenes: (default false) Include instanced scenes in the generated hierarchy
- root: (default _) Provide alternative to
_
operator (eg, to allow use of C# discard variable)
// Attach a C# script on the root node of the scene with the same name.
// [SceneTree] will generate the members as the scene hierarchy.
[SceneTree]
public partial class MyScene : Node2D
{
public override void _Ready()
{
// You can access the node via '_' object.
GD.Print(_.Node1.Node11.Node12.Node121);
GD.Print(_.Node4.Node41.Node412);
// You can also directly access nodes marked as having a unique name in the editor
GD.Print(MyNodeWithUniqueName);
GD.Print(_.Path.To.MyNodeWithUniqueName); // Long equivalent
// Only leaf nodes are Godot types (call .Get() on branch nodes)
// Lets say you have _.Node1.Node2, observe the following code
GD.Print(_.Node1.Name); // invalid
GD.Print(_.Node1.Get().Name); // valid
Node node1 = _.Node1; // implicit conversion also possible!
GD.Print(node1.Name); // valid
GD.Print(_.Node1.Node2.Name); // valid
}
}
- Method attribute
- Allows use of On*, instead of virtual _* overrides
- (Requires partial method declaration for use with Godot 4.0)
- Advanced options available as attribute arguments
- replace: (default false) Skip base call generation (ie, override will replace base)
public partial class MyNode : Node2D
{
[GodotOverride]
protected virtual void OnReady()
=> GD.Print("Ready");
[GodotOverride(replace: true)]
private void OnProcess(double delta)
=> GD.Print("Processing");
// Requires partial method declaration for use with Godot 4.0
public override partial void _Ready();
public override partial void _Process(double delta);
}
Generates:
public override void _Ready()
{
base._Ready();
OnReady();
}
public override _Process(double delta)
=> OnProcess(delta);
- Property attribute
- Generates public events Value1Changed & Value1Changing and a private class to manage field and event delivery
- (Automagically triggers nested changes for Resource and Resource[])
- Events are triggered only if value is different
- Initial value can be set without triggering update (useful when using a non-nullable reference type)
- [NEW] Supports partial properties!
public partial class NotifyTest : Node
{
[Notify] public partial int Value { get; set; } // [NEW] Partial properties now supported
[Notify]
public float Value1
{
get => _value1.Get();
set => _value1.Set(value); // You can also pass onchanged event handler here
}
public override void _Ready()
{
Value1Changing += () => GD.Print("Value1Changing raised before value is changed");
Value1Changed += () => GD.Print("Value1Changed raised after value is changed");
// You can also subscribe to private events if needed
// _value1.Changing += OnValue1Changing;
// _value1.Changed += OnValue1Changed;
// This might be useful... erm... if you need to clear the public listeners for some reason...?
Value1 = 1; // Raise Value1Changing and Value1Changed
Value1 = 2; // Raise Value1Changing and Value1Changed
Value1 = 2; // No event is raised since value is the same
}
public NotifyTest()
=> InitValue1(7); // Set initial value without triggering events (optional)
}
- Class attribute
- Provides strongly typed access to input actions defined in godot.project (set via editor)
- If you want access to built-in actions, see BuiltinInputActions.cs
[InputMap]
public static partial class MyInput { }
Equivalent (for defined input actions) to:
// (static optional)
// (string rather than StringName for Godot 3)
// (does not provide access to built-in actions)
partial static class MyInput
{
public static readonly StringName MoveLeft = "move_left";
public static readonly StringName MoveRight = "move_right";
public static readonly StringName MoveUp = "move_up";
public static readonly StringName MoveDown = "move_down";
}
- Class attribute
- Provides strongly typed access to layer names defined in godot.project (set via editor)
[LayerNames]
public static partial class MyLayers { }
Equivalent (for defined layers) to:
// (static optional)
public static partial class MyLayers
{
public static class Render2D
{
public const int MyLayer1 = 0; // Yes, layers start at 1 in editor, but 0 in code
public const int MyLayer2 = 1;
public const int MyLayer7 = 6;
public const int _11reyaLyM = 10; // Yes, we will append an underscore if required...
public static class Mask
{
public const uint MyLayer1 = 1 << 0;
public const uint MyLayer2 = 1 << 1;
public const uint MyLayer7 = 1 << 6;
public const uint _11reyaLyM = 1 << 10;
}
}
public static class Render3D
{
public const int MyLayer1 = 0;
public static class Mask
{
public const uint MyLayer1 = 1 << 0;
}
}
// Also for Physics2D, Physics3D, Navigation2D, Navigation3D, Avoidance, etc...
}
Autoload
is a generated class (ie, not attribute) in Godot namespace- Provides strongly typed access to autoload nodes defined in editor project settings
- Supports tscn nodes & gd/cs scripts with C# compatible types inferred wherever possible
AutoloadRename
is an additional attribute that can be used to provide C# friendly names
For the following autoloads (defined in project.godot):
[autoload]
gd_utils="*res://addons/handy_utils/gd_utils.gd"
cs_utils="*res://addons/silly_sausage/MyUtils.cs"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn"
With the following renames (optionally defined in your project):
namespace Godot;
[AutoloadRename("UtilsGD", "gd_utils")]
[AutoloadRename("UtilsCS", "cs_utils")]
static partial class Autoload { }
The following class is generated:
namespace Godot;
static partial class Autoload
{
private static Node root = (Engine.GetMainLoop() as SceneTree)?.Root;
/// <summary>Autoload: gd_utils</summary>
public static Node UtilsGD => field ??= root?.GetNodeOrNull<Node>("gd_utils");
/// <summary>Autoload: cs_utils</summary>
public static MyUtils UtilsCS => field ??= root?.GetNodeOrNull<MyUtils>("cs_utils");
/// <summary>Autoload: DebugMenu</summary>
public static CanvasLayer DebugMenu => field ??= root?.GetNodeOrNull<CanvasLayer>("DebugMenu");
}
- Class attribute
- Provides a nested static class to access property comments from code
- Advanced options available as attribute arguments
- strip: (default "// ") The characters to remove from the start of each line
[CodeComments]
public partial class CodeCommentsTest : Node
{
// This a comment for Value1
// [CodeComments] only works with Property
[Export] public float Value1 { get; set; }
// Value 2 is a field so no comment
[Export] public float value2;
public override void _Ready()
{
GD.Print(GetComment(nameof(Value1))); // output: "This a comment for Value1\n[CodeComments] only works with Property"
GD.Print(GetComment(nameof(value2))); // output: "" (No output for fields, but could be added if needed)
}
}
- Method attribute
- Generates a static Instantiate method with matching args that calls attributed method as part of the instantiation process
- (Also generates a protected constructor to ensure proper initialisation - can be deactivated via attribute)
- Advanced options available as attribute arguments
- ctor: (default "protected") Scope of generated constructor (null, "" or "none" to skip)
// Initialise can be public or protected if required; args also optional
// Currently assumes tscn is in same folder with same name
// Obviously only valid for root nodes
public partial class MyScene : Node
{
[OnInstantiate]
private void Initialise(string myArg1, int myArg2)
=> GD.PrintS("Init", myArg1, myArg2);
}
Generates (simplified):
private static PackedScene __scene__;
private static PackedScene __Scene__ => __scene__ ??= GD.Load<PackedScene>("res://Path/To/MyScene.tscn");
public static MyScene Instantiate(string myArg1, int myArg2)
{
var scene = __Scene__.Instantiate<MyScene>();
scene.Initialise(myArg1, myArg2);
return scene;
}
private Test3Arg() {}
Usage:
// ... in some class
private void AddSceneToWorld()
{
var myScene = MyScene.Instantiate("str", 3);
MyWorld.AddChild(myScene);
}
- Method attribute (GD4 only)
- Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
- Includes base classes/helpers to create project specific source generators
- (Not that useful unless writing lots of plugins - might remove in v3)