> (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, GetNode<T>, 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-csharp
Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as
events, and GDScript interop. Targets Godot 4.3+ (.NET / C#); install the .NET SDK that
matches your Godot version — .NET 6.0 for 4.3/4.4, .NET 8 for 4.5+.
.cs + .csproj), translating GDScript idiomsto C#, exposing [Export] fields, or wiring [Signal] delegates and GetNode<T>.
When *not* to use: GDScript-specific syntax → godot-gdscript; engine concepts that
are language-neutral (scenes, physics, animation) → the relevant godot-* skill. You need
the Godot .NET build + the .NET SDK installed; the standard build can't run C#.
Godot 4.3/4.4, .NET 8 for 4.5+). Creating the first C#
script generates a .csproj/.sln. Build with the editor or dotnet build.
partial class extending a Godot type (the source generatorrelies on partial). The file/class name should match the node script.
double delta: _Ready(),_Process(double delta), _PhysicsProcess(double delta).
[Export]; they show in the Inspector like GDScript @export.[Signal] delegates named XxxEventHandler; emit withEmitSignal(SignalName.Xxx, ...) and subscribe with the generated C# event.
GetNode<T>("Path") (or %Unique), and call into GDScript withCall/Get/Set when needed.
using Godot;
public partial class Player : CharacterBody2D
{
[Export] public float Speed = 200.0f; // editable in the Inspector
[Export] public float JumpVelocity = -400.0f;
private const float Gravity = 1200.0f;
private AnimatedSprite2D _sprite;
public override void _Ready()
{
_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
}
public override void _PhysicsProcess(double delta)
{
Vector2 v = Velocity; // Velocity is a property here
if (!IsOnFloor())
v.Y += Gravity * (float)delta; // delta is double; cast for float math
if (Input.IsActionJustPressed("jump") && IsOnFloor())
v.Y = JumpVelocity;
float dir = Input.GetAxis("move_left", "move_right");
v.X = dir != 0 ? dir * Speed : Mathf.MoveToward(v.X, 0, Speed);
Velocity = v;
MoveAndSlide(); // no args, like GDScript 4.x
}
}
using Godot;
public partial class Health : Node
{
// Delegate name MUST end with "EventHandler"; generator creates the event + SignalName.
[Signal] public delegate void HealthChangedEventHandler(int current, int max);
private int _hp = 100;
public void TakeDamage(int amount)
{
_hp = Mathf.Max(_hp - amount, 0);
EmitSignal(SignalName.HealthChanged, _hp, 100); // type-safe signal name
}
public override void _Ready()
{
HealthChanged += OnHealthChanged; // subscribe like a normal C# event
}
private void OnHealthChanged(int current, int max) => GD.Print($"HP {current}/{max}");
}
public partial class Spawner : Node2D
{
// Load once; PackedScene is the C# equivalent of preload's result.
private readonly PackedScene _bullet = GD.Load<PackedScene>("res://bullet.tscn");
public void Shoot(Vector2 at)
{
var b = _bullet.Instantiate<Node2D>(); // typed instantiate
b.GlobalPosition = at;
AddChild(b);
}
}
public override void _Ready()
{
Node gd = GetNode("GDScriptNode");
// Call a GDScript method and read/write its properties dynamically.
gd.Call("take_damage", 10);
int score = (int)gd.Get("score");
gd.Set("score", score + 5);
// Connect to a GDScript signal by name:
gd.Connect("died", Callable.From(OnDied));
}
private void OnDied() => GD.Print("entity died");
partial. Without partial, the Godot source generator can't extend theclass and [Export]/[Signal] break with confusing build errors.
_Ready, _Process(double),_PhysicsProcess(double) — PascalCase and double delta (GDScript uses snake_case and
float). A mismatched name just won't be called.
[Signal] delegate naming. It must end with EventHandler; the engine exposes thesignal as the name without that suffix and generates SignalName.X and a C# event.
GD.Print vs Console.WriteLine. Use GD.Print/GD.PrintErr to reach the Godotoutput panel; Console output may not appear.
Vector2, Color, Transform2D are structs — mutate a localcopy (var v = Velocity; v.X = ...; Velocity = v;); editing Velocity.X directly won't
compile/persist.
.NET SDK causes build failures. Match the SDK to the Godot version (4.3/4.4 → .NET 6.0,
4.5+ → .NET 8; Android export on 4.5 needs .NET 9).
QueueFree() vs Free() — same rules as GDScript; prefer QueueFree(). Disposedobjects throw ObjectDisposedException if used after freeing.
the .NET export notes for your target.
[ExportGroup], ranges, typed arrays), async withawait ToSignal(...), Godot.Collections vs System collections, custom Resources in
C#, and project/build setup, read references/csharp-setup-and-interop.md.
godot-gdscript — the GDScript equivalents of these patterns.godot-signals-groups — signal/event architecture (language-neutral).godot-resources — data resources; the C# [Export] + Resource pattern.unity-csharp-scripting — C# in Unity, for developers coming from there.Automatically creates user-facing changelogs from git commits by analyzing commit history, categorizing changes, and transforming technical commits into clear, customer-friendly release notes. Turns hours of manual changelog writing into minutes of automated generation.
Use when the user asks to run Codex CLI (codex exec, codex resume) or references OpenAI Codex for code analysis, refactoring, or automated editing. Uses GPT-5.2 by default for state-of-the-art software engineering.
Implement memory-safe programming with RAII, ownership, smart pointers, and resource management across Rust, C++, and C. Use when writing safe systems code, managing resources, or preventing memory bugs.
Python/HTSlib workflows for genomic files. Use when reading, querying, filtering, or writing SAM/BAM/CRAM, VCF/BCF, FASTA/FASTQ, or tabix data with pysam, including pileup, coverage, indexing, and CRAM references.
Evaluate scientific claims and evidence quality. Use for assessing experimental design validity, identifying biases and confounders, applying evidence grading frameworks (GRADE, Cochrane Risk of Bias), or teaching critical analysis. Best for understanding evidence quality, identifying flaws. For formal peer review writing use peer-review.
Use when a user asks to debug or fix failing GitHub PR checks that run in GitHub Actions; use `gh` to inspect checks and logs, summarize failure context, draft a fix plan, and implement only after explicit approval. Treat external providers (for example Buildkite) as out of scope and report only the details URL.
> Create, build, deploy, and localize declarative agents for M365 Copilot and Teams. USE THIS SKILL for ANY task involving a declarative agent — including localization, scaffolding, editing manifests, adding capabilities, and deploying. Localization requires tokenized manifests and language files that only this skill knows how to produce. "scaffold an agent", "new agent project", "add a capability", "add a plugin", "configure my agent", "deploy my agent", "fix my agent manifest", "edit my agent", "localize my agent", "add localization", "translate my agent", "multi-language agent", "add an API plugin", "add an MCP plugin", "add OAuth to my plugin", "review instructions", "improve instructions", "fix my instructions"
Documentation generation workflow covering API docs, architecture docs, README files, code comments, and technical writing.
Take gamedev-skills/godot-csharp from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.