Godot C#
/godot-csharp
Write Godot 4.7 games in C#: node classes and lifecycle, [Export] fields, signals as C# events and calls between C# and GDScript.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharpInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: A node script: lifecycle, [Export], GetNode<T>; Signals as C# events; Instancing a scene in C#; Interop with GDScript nodes
- A pitfalls section with the mistakes to avoid
- Bundled 1 reference doc the agent reads when needed
- Written for Godot 4.7
Good fit
- Writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#
- Wiring Godot signals as C# events
Try this prompt
Convert my player script from GDScript to C# with exported fields and signals.About this skill
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events.
From the godot-csharp SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- A node script: lifecycle, [Export], GetNode
- Signals as C# events
- Instancing a scene in C#
- Interop with GDScript nodes
Requirements
- Godot 4.7
FAQ
Works well with
Skills the author points to as related or as the better fit for neighbouring tasks.
GDScript for Godot 4
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow.
Godot Signals & Groups
Decoupled Godot 4.7 gameplay with signals and groups: custom signals, Callable connections and broadcasts with call_group.
Godot Resources
Data-driven Godot 4.7 games with custom Resource classes: typed data, .tres files, duplication and threaded loading.
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