C# Source Generators for use with the Godot Game Engine
Notes
- On GitHub, items marked as [NEW] are only available in pre-release (ie, well tested, but subject to subtle API changes - a good opportunity to test against your own use cases!)
- Version 2.7 introduces an ever so slight [BREAKING CHANGE] in that scope strings have been replaced with a more definitive enum set.
- Version 2.7 introduces an ever so slight [BREAKING CHANGE] in that the Autoload class must now be explicitly decorated instead of implicitly generated.
- Version 2.7 introduces an ever so slight [BREAKING CHANGE] in that identifiers comprised of unicode characters no longer need to be prefixed with
_and other invalid characters are now removed instead of being replaced with_.
Features
SceneTreeclass attribute:- Provides strongly typed access to the scene hierarchy (via
_operator) - Generates direct access to uniquely named nodes via class properties
- [NEW] ISceneTree interface for use with generics (GD4 only)
- Provides static access to TscnFilePath
- [NEW] IInstantiable interface for use with generics (GD4 only)
- Provides static Instantiate method
- [NEW] Custom default scope for uniquely named node properties
- Specific properties can be overridden with a partial property (GD4 only)
- Provides strongly typed access to the scene hierarchy (via
- [NEW]
AnimNamesclass attribute (GD4 only):- Provides strongly typed access to animation names defined in .tres and .tscn files
- [NEW]
AudioBusclass attribute (GD4 only):- Provides strongly typed access to audio bus names and ids
- [NEW]
AutoEnumenum/class attribute (GD4 only):- (enum) Generates efficient Str/Parse for enums
- (class) Generates enum for static data classes (for editor/network use)
Autoloadclass attribute:- Provide strongly typed access to autoload nodes defined in godot.project
CodeCommentsclass attribute:- Provides a nested static class to access property comments from code (useful for in-game tooltips, etc)
- [NEW]
GlobalGroupsclass attribute (GD4 only):- Provides strongly typed access to global groups defined in godot.project
GodotOverridemethod attribute:- Allows use of On*, instead of virtual _* overrides
- (Requires partial method declaration for use with Godot 4)
InputMapclass attribute:- Provides strongly typed access to input actions defined in godot.project
- Attribute option to replace StringName with your own custom object/handler
- [NEW]
Instantiableclass attribute (GD4 only):- Generates configurable static method(s) to instantiate scene
LayerNamesclass attribute:- Provide strongly typed access to layer names defined in godot.project
Notifyproperty attribute:- Generates boiler plate code, triggering only when values differ
- (Automagically triggers nested changes for Resource and Resource[])
OnImportmethod attribute (GD4 only):- Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
- (This will be removed in next major release)
OnInstantiatemethod 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)
- (This will be removed in favour of
Instantiablein next major release)
- [NEW]
ResourceTreeclass attribute (GD4 only):- Provides strongly typed access to the resource hierarchy
- [NEW] Generators for
Rpcmethods (GD4 only):- Provides strongly typed access to Rpc and RpcId methods
- [NEW]
Shaderclass attribute (GD4 only):- Provides strongly typed access to shader uniforms (or visual shader parameters)
- [NEW]
ShaderGlobalsclass attribute (GD4 only):- Provides strongly typed access to global shader uniforms defined in godot.project
- [NEW]
Singletonclass attribute (GD4 only):- Provides single instance access to data or scene objects
- [NEW]
TRclass attribute (GD4 only):- Provides strongly typed access to translation locales and keys (as defined in csv)
- 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
Table of Contents
Installation
Install via NuGet
Documentation
SceneTree
- Class attribute
- Provides strongly typed access to the scene hierarchy (via
_operator) - Generates direct access class properties for uniquely named nodes
- (GD4 only) Generates an interface for static tscn retrieval (ISceneTree.TscnFilePath)
- (GD4 only) Generates an interface for static instantiation (IInstantiable.Instantiate)
- Note that nodes are cached on first access 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)
Examples:
// Attach a C# script on the root node of the scene with the same name // [SceneTree] will generate the members as the scene hierarchy and TscnFilePath property [SceneTree] //[SceneTree(root: "ME")] // Use this for alternative to `_` //[SceneTree("my_scene.tscn")] // Use this if tscn has different name //[SceneTree("../Scenes/MyScene.tscn")] // Use relative path if tscn located elsewhere //[SceneTree(traverseInstancedScenes: true)] // Use this to include instanced scenes in current hierarchy //[SceneTree(uqScope: Scope.Protected)] // Use this to specify default scope of uniquely named nodes (default: 'Public') [NEW] public partial class MyScene : Node { // Default scope of uniquely named nodes can be overridden using partial properties [NEW - GD4 only] private partial MyNodeType MyNodeWithUniqueName { get; } 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 } } // TscnFilePath usage: public void NextScene() => GetTree().ChangeSceneToFile(MyScene.TscnFilePath);
ISceneTree (GD4 only)
- Generated for any class decorated with [SceneTree]
namespace Godot; public partial interface ISceneTree { static abstract string TscnFilePath { get; } }
Usage:
public void NextScene<T>() where T : ISceneTree => GetTree().ChangeSceneToFile(T.TscnFilePath);
IInstantiable (GD4 only)
- Provides a default Instantiate method that uses TscnFilePath
- Both non-generic and generic versions are available
- A default Instantiator class is also available
public partial interface IInstantiable { static T Instantiate<T>() where T : Node, ISceneTree => GD.Load<PackedScene>(T.TscnFilePath).Instantiate<T>(); } public partial interface IInstantiable<T> where T : Node, IInstantiable<T>, ISceneTree { static T Instantiate() => GD.Load<PackedScene>(T.TscnFilePath).Instantiate<T>(); } public static partial class Instantiator { public static T Instantiate<T>() where T : Node, ISceneTree => GD.Load<PackedScene>(T.TscnFilePath).Instantiate<T>(); }
Usage:
[SceneTree] public partial class Scene1 : Node; [SceneTree] public partial class Scene2 : Node, IInstantiable; [SceneTree] public partial class Scene3 : Node, IInstantiable<Scene3>; ***** // Instantiator works for all ISceneTree types var scene1 = Instantiator.Instantiate<Scene1>(); var scene2 = Instantiator.Instantiate<Scene2>(); var scene3 = Instantiator.Instantiate<Scene3>(); // The non-generic interface can also instantiate any ISceneTree type (but why would you want to) var scene1 = IInstantiable.Instantiate<Scene1>(); var scene2 = IInstantiable.Instantiate<Scene2>(); var scene3 = IInstantiable.Instantiate<Scene3>(); // The generic interface can only instantiate it's own ISceneTree type (but why would you want to) var scene3 = IInstantiable<Scene3>.Instantiate(); // Use generics to instantiate specific types static T Instantiate<T>() where T : Node, ISceneTree, IInstantiable => IInstantiable.Instantiate<T>(); // or Instantiator.Instantiate<T>(); var scene2 = Instantiate<Scene2>(); OR static T Instantiate<T>() where T : Node, ISceneTree, IInstantiable<T> => IInstantiable<T>.Instantiate(); // or Instantiator.Instantiate<T>(); var scene3 = Instantiate<Scene3>();
AnimNames
- Class attribute
- Provides strongly typed access to animation names defined in .tres and .tscn files
- Supports AnimationLibrary (AnimationPlayer) and SpriteFrames (AnimatedSprite) animation names
- Supports animations saved to tres or embedded in tscn
- Supports flat list of names for static classes
- Advanced options available as attribute arguments:
- path: (default null) Provide path to tscn/tres if not same folder/same name
Examples:
[SceneTree, AnimNames] public partial class MyScene : Node; [AnimNames] //[AnimNames("path")] // (optional path to tscn/tres) public static partial class MyAnims;
Generates:
partial class MyScene { public static class AnimName { public static readonly StringName Anim1 = "Anim1"; public static readonly StringName Anim2 = "Anim2"; } } public static class MyAnims { public static readonly StringName Anim1 = "Anim1"; public static readonly StringName Anim2 = "Anim2"; }
AudioBus
- Class attribute
- Provides strongly typed access to audio bus names and ids
- Scrapes data from res://default_bus_layout.tres (or other provided path)
- Advanced options available as attribute arguments:
- source: (default 'default_bus_layout') relative or absolute resource path
Examples:
[AudioBus] //[AudioBus("Resources/custom_bus_layout")] // Relative to current C# file or absolute path from project root (res:// prefix and .tres extension optional) public static partial class AudioBus;
Generates:
static partial class AudioBus { public const int MasterId = 0; public const int MusicId = 1; public const int FxId = 2; public static readonly StringName Master = "Master"; public static readonly StringName Music = "Music"; public static readonly StringName Fx = "FX"; }
AutoEnum
- Class/Enum attribute
- When decorating enum, generates Str/Parse extensions
- When decorating class, generates enum & conversions for static data
- Can be used to select enum in editor and translate to data in script or serialise across network
Examples:
// Decorated Enum [AutoEnum] public enum MapType { City, Corridor, Apartment, } // Decorated Class [AutoEnum] public partial class MapData { private MapData() { } public static readonly MapData Outside = new(/* Init data */); public static readonly MapData Corridor = new(/* Init data */); public static readonly MapData Apartment = new(/* Init data */); // Add data fields here }
Generates:
// For Decorated Enum static partial class MapTypeExtensions { public static string Str(this MapType e) => e switch { MapType.Outside => "Outside", MapType.Corridor => "Corridor", MapType.Apartment => "Apartment", _ => throw new ArgumentOutOfRangeException(...) }; } public static class MapTypeStr { public static MapType Parse(string str) => str switch { "Outside" => MapType.Outside, "Corridor" => MapType.Corridor, "Apartment" => MapType.Apartment, _ => throw new ArgumentOutOfRangeException(...) }; } // For Decorated Class partial class MapData { public enum Enum { Outside, Corridor, Apartment, } public Enum ToEnum() => this switch { var x when x == Outside => Enum.Outside, var x when x == Corridor => Enum.Corridor, var x when x == Apartment => Enum.Apartment, _ => throw new ArgumentOutOfRangeException(...) }; public static MapData FromEnum(Enum e) => e switch { Enum.Outside => Outside, Enum.Corridor => Corridor, Enum.Apartment => Apartment, _ => throw new ArgumentOutOfRangeException(...) }; public string ToStr() => this switch { var x when x == Outside => "Outside", var x when x == Corridor => "Corridor", var x when x == Apartment => "Apartment", _ => throw new ArgumentOutOfRangeException(...) }; public static MapData FromStr(string str) => str switch { "Outside" => Outside, "Corridor" => Corridor, "Apartment" => Apartment, _ => throw new ArgumentOutOfRangeException(...) }; }
Usage:
// For Decorated Enum var s = MapType.Outside.Str(); // s = "Outside" var e = MapTypeStr.Parse(s); // e = MapType.Outside // For Decorated Class var e = MapData.Outside.ToEnum(); // e = MapData.Enum.Outside var d = MapData.FromEnum(e); // d = MapData.Outside var s = MapData.Outside.ToStr(); // s = "Outside" var d = MapData.FromStr(s); // d = MapData.Outside
Autoload
Autoloadclass attribute- 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
AutoloadRenameis an additional attribute that can be used to provide C# friendly names if required
Examples:
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"
C#:
[Autoload] [AutoloadRename("UtilsGD", "gd_utils")] [AutoloadRename("UtilsCS", "cs_utils")] public static partial class Autoload;
Generates:
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"); }
CodeComments
- 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
Examples:
[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) } }
GlobalGroups
- Class attribute
- Provides strongly typed access to global groups defined in godot.project
Examples:
# (project.godot)
[global_group]
Group1="Test Group"
Group2="Test Group"
with
[GlobalGroups] public static partial class GRP;
Generates:
static partial class GRP { public static readonly StringName Group1 = "Group1"; public static readonly StringName Group2 = "Group2"; }
GodotOverride
- Method attribute
- Allows use of On*, instead of virtual _* overrides
- (Requires partial method declaration for use with Godot 4)
- Advanced options available as attribute arguments:
- replace: (default false) Skip base call generation (ie, override will replace base)
Examples:
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 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);
InputMap
- 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
- Advanced options available as attribute arguments:
- dataType: (default StringName)
Examples:
[InputMap] public static partial class MyInput; [InputMap(nameof(GameInput))] public static partial class MyGameInput; // Example custom input action class public class GameInput(StringName action) { public StringName Action => action; public bool IsPressed => Input.IsActionPressed(action); public bool IsJustPressed => Input.IsActionJustPressed(action); public bool IsJustReleased => Input.IsActionJustReleased(action); public float Strength => Input.GetActionStrength(action); public void Press() => Input.ActionPress(action); public void Release() => Input.ActionRelease(action); }
Generates:
// (Godot 3 => string, Godot 4 => StringName) // (does not provide access to built-in actions) partial class MyInput { public static readonly StringName MoveLeft = new("move_left"); public static readonly StringName MoveRight = new("move_right"); public static readonly StringName MoveUp = new("move_up"); public static readonly StringName MoveDown = new("move_down"); } partial class MyGameInput { public static readonly GameInput MoveLeft = new("move_left"); public static readonly GameInput MoveRight = new("move_right"); public static readonly GameInput MoveUp = new("move_up"); public static readonly GameInput MoveDown = new("move_down"); }
Instantiable
- Class attribute
- Generates configurable static method(s) to instantiate scene
- Generates configurable constructor to ensure safe construction
- Advanced options available as attribute arguments:
- init: (default 'Init') Name of init function
- name: (default 'New') Name of instantiate function
- ctor: (default 'Protected') Scope of generated constructor ('None' to skip)
Examples:
[Instantiate] public partial class Scene1 : Node { // No Init() } [Instantiate] public partial class Scene2 : Node { private void Init() private void Init(int arg) } [Instantiate(nameof(Initialise), "Instantiate", "private")] public partial class Scene3 : Node { private void Initialise(int arg1, string arg2, object arg3 = null) }
Generates:
partial class Scene1 { [EditorBrowsable(EditorBrowsableState.Never)] private static PackedScene _Scene1 => field ??= GD.Load<PackedScene>("res://Path/To/Scene1.tscn"); public static Scene1 New() => (Scene1)_Scene1.Instantiate(); protected Scene1() {} } partial class Scene2 { [EditorBrowsable(EditorBrowsableState.Never)] private static PackedScene _Scene2 => field ??= GD.Load<PackedScene>("res://Path/To/Scene2.tscn"); public static Scene2 New() { var scene = (Scene2)_Scene2.Instantiate(); scene.Init(); return scene; } public static Scene2 New(int arg) { var scene = (Scene2)_Scene2.Instantiate(); scene.Init(arg); return scene; } protected Scene2() {} } partial class Scene3 { [EditorBrowsable(EditorBrowsableState.Never)] private static PackedScene _Scene3 => field ??= GD.Load<PackedScene>("res://Path/To/Scene3.tscn"); public static Scene3 Instantiate(int arg1, string arg2, object arg3 = null) { var scene = (Scene3)_Scene3.Instantiate(); scene.Initialise(arg1, arg2, arg3); return scene; } private Scene2() {} }
LayerNames
- Class attribute
- Provides strongly typed access to layer names defined in godot.project (set via editor)
- WARNING: In Godot 3 all layer helper functions start from 0 instead of 1:
Camera3D.GetCullMaskBit(x - 1)VisualInstance.GetLayerMaskBit(x - 1)CollisionObject.GetCollisionMaskBit(x - 1)CollisionObject.GetCollisionLayerBit(x - 1)CollisionObject2D.GetCollisionMaskBit(x - 1)CollisionObject2D.GetCollisionLayerBit(x - 1)
- In Godot 4 this only applies to visibility/cull layer functions (which are also uint):
Camera3D.GetCanvasCullMaskBit((uint)x - 1)VisualInstance.GetVisibilityLayerBit((uint)x - 1)
Examples:
[LayerNames] public static partial class MyLayers;
Generates:
public partial class MyLayers { public static class Render2D { public const int MyLayer1 = 1; public const int MyLayer2 = 2; public const int MyLayer7 = 7; public const int _11reyaLyM = 11; // prefixed with underscore if required public static class Mask { public const uint MyLayer1 = 1u << 0; public const uint MyLayer2 = 1u << 1; public const uint MyLayer7 = 1u << 6; public const uint _11reyaLyM = 1u << 10; } } // Repeat for Render3D, Physics2D, Physics3D, Navigation2D, Navigation3D, Avoidance }
Notify
- Property attribute
- Generates public events ValueChanging/ValueChanged
- (Automagically triggers nested changes for Resource and Resource[])
- Events are triggered only if value is different
- Initial value can be set without triggering event
- [NEW] Defaults can be assigned
- [NEW] Events can be paused
Examples:
public partial class NotifyTest : Node { // Recommended usage: Partial properties were introduced in C# 13 [Notify] public partial int Value { get; set; } = 7; // Original usage [Notify] public float Value1 { get => _value1.Get(); set => _value1.Set(value); } // Original usage with private changed event handler [Notify] public float Value2 { get => _value2.Get(); set => _value2.Set(value, OnValue2Changed); } private void OnValue2Changed() { GD.Print("Value2 has changed"); } // Incorrect usage: Must use partial or implement get/set as above [Notify] public int Value3 { get; set; } // Original usage with default (bit of a hack, but works in Editor) [Notify] public float Value4 { get => field = _value1.Get(); set => _value1.Set(field = value); } = 7; public NotifyTest() { // Optional: Set default values in constructor InitValue(7); // Set initial value without triggering events Value = 7; // Or set directly to trigger events } public override void _Ready() { ValueChanging += () => GD.Print($"Value is about to change from {Value}"); ValueChanged += () => GD.Print($"Value has been changed to {Value}"); // You can also subscribe to private events if needed // These will always be called before public facing events // This might be useful if you need to reset public listeners //_value.Changing += OnValueChanging; //_value.Changed += OnValueChanged; Value = 1; // Raises changing/changed events Value = 2; // Raises changing/changed events Value = 2; // No events are raised since value is the same // [NEW] PauseValueEvents = true; Value = 3; // No events raised PauseValueEvents = false; } } // Memory allocation note: structs not implementing IEqualityComparer<T> // will cause a heap memory allocation every time the property is set as the // struct is boxed to `object?`. // Most built-in structs and primitives implement IEqualityComparer<T>, so this is usually // only an issue for user-defined structs. // This is also not an issues for classes, as they are already heap allocated. // (Also recommend using immutable records as notification will not occur if struct properties are changed) public struct BadStruct(float val) { public float Value { get; set; } = val; } public struct GoodStruct(float val) : IEquatable<GoodStruct> { public float Value { get; set; } = val; public bool Equals(GoodStruct other) { return Value.Equals(other.Value); } public override bool Equals(object? obj) { return obj is GoodStruct other && Equals(other); } public override int GetHashCode() { return Value.GetHashCode(); } public static bool operator ==(GoodStruct left, GoodStruct right) { return left.Equals(right); } public static bool operator !=(GoodStruct left, GoodStruct right) { return !left.Equals(right); } } public partial class NotifyAllocationTest : Node { [Notify] public partial BadStruct AllocatingSet { get; set; } [Notify] public partial GoodStruct NonAllocatingSet { get; set; } public override void _Ready() { base._Ready(); AllocatingSet = new BadStruct(10); // This will cause a memory allocation NonAllocatingSet = new GoodStruct(10); // This will not } }
OnImport
- Method attribute (GD4 only)
- Generates default plugin overrides and options to make plugin class cleaner (inherit from OnImportEditorPlugin)
- DEPRECATED - (Not that useful unless writing lots of plugins - will be removed next major update)
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)
- Advanced options available as attribute arguments:
- ctor: (default 'Protected') Scope of generated constructor ('None' to skip)
- _: Pass a boolean instead of scope if instantiate overrides are required
- (Yes, this is a hack - Use [Instantiable] class attribute instead)
Examples:
// Initialise can be public or protected if required; args also optional // Currently assumes tscn is in same folder with same name public partial class MyScene : Node { [OnInstantiate] //[OnInstantiate(Scope.Private)] private void Initialise(string myArg1, int myArg2) => GD.PrintS("Init", myArg1, myArg2); [OnInstantiate(true)] // Use flag for all overrides private void Initialise(string myArg1, int myArg2, float myArg3) => GD.PrintS("Init", myArg1, myArg2, myArg3); }
Generates:
partial class MyScene { [EditorBrowsable(EditorBrowsableState.Never)] private static PackedScene _MyScene => field ??= GD.Load<PackedScene>("res://Path/To/MyScene.tscn"); public static MyScene Instantiate(string myArg1, int myArg2) { var scene = (MyScene)_MyScene.Instantiate(); scene.Initialise(myArg1, myArg2); return scene; } protected MyScene() {} } partial class MyScene { public static MyScene Instantiate(string myArg1, int myArg2, float myArg3) { var scene = (MyScene)_MyScene.Instantiate(); scene.Initialise(myArg1, myArg2, myArg3); return scene; } }
Usage:
AddChild(MyScene.Instantiate("str", 3)); AddChild(MyScene.Instantiate("str", 3, .7f));
ResourceTree
- Class attribute
- Provides strongly typed access to the resource hierarchy
- By default, scans files & folders from location of decorated class
- Advanced options available as attribute arguments:
- source: relative or absolute path (use
/as shortcut forres://) - resg: flags to configure generated output (see examples below)
- resi: flags to configure extra input (see examples below)
- xtras: scan for other file types (eg, txt, cfg, etc)
- xclude: directories to exclude (addons is always excluded)
- source: relative or absolute path (use
Examples:
//[ResourceTree] // Scan from <classpath> //[ResourceTree(".")] // Scan from <classpath> //[ResourceTree("/")] // Scan from 'res://' //[ResourceTree("res://")] // Scan from 'res://' //[ResourceTree("Assets")] // Scan from <classpath>/Assets or res://Assets if former not found //[ResourceTree("/Assets")] // Scan from res://Assets //[ResourceTree("./Assets")] // Scan from <classpath>/Assets //[ResourceTree("res://Assets")] // Scan from res://Assets //[ResourceTree(resg: ResG.LoadRes)] // Generate strongly typed properties that call GD.Load (default) //[ResourceTree(resg: ResG.ResPaths)] // Generate resource paths for files (in addition to or instead of GD.Load) //[ResourceTree(resg: ResG.DirPaths)] // Generate resource paths for directories //[ResourceTree(resg: ResG.All)] // Everything //[ResourceTree(resg: ResG.LoadRes | ResG.ResPaths)] // Generate nested type with Load method and ResPath property //[ResourceTree(resg: ResG.ResPaths | ResG.DirPaths)] // Just paths //[ResourceTree(resi: ResI.Uid)] // Include uid files (as uid string) //[ResourceTree(resi: ResI.Scenes)] // Include tscn/scn files (as PackedScene) //[ResourceTree(resi: ResI.Scripts)] // Include cs/gd files (as CSharpScript/GdScript) //[ResourceTree(resi: ResI.All)] // Include all of the above //[ResourceTree(resi: ResI.None)] // Include none of the above (default) //[ResourceTree(resi: ResI.Scenes | ResI.Scripts)] // Just scenes & scripts (or any combination) //[ResourceTree(xtras: ["cfg", "txt"])] // Include file types not recognised as a Godot resource (these could match those added to export configs) //[ResourceTree(xclude: ["Tests"])] // Ignore specified folders
Generated Output:
Example 1:
[ResourceTree("/", Res.All, ["txt"])] public static partial class MyRes;
Generates:
partial class MyRes
{
public static string ResPath => "res://"; // -- (Res.DirPaths)
public static partial class Assets // -- (Each folder generates a nested type)
{
public static string ResPath => "res://Assets"; // -- (Res.DirPaths)
public static partial class IconSvg // -- (Res.ResPaths | Res.Load - generates nested type)
{
public static string ResPath => "res://Assets/icon.svg";
public static CompressedTexture2D Load() => GD.Load<CompressedTexture2D>(ResPath);
}
public static string HelpTxt => "res://Assets/Help.txt"; // -- (xtras - always generated as resource path)
public static class Tr // -- (Only folders with discoverable resources are generated)
{
public static string ResPath => "res://Assets/tr"; // -- (Res.DirPaths)
public static class TrEnTranslation // -- (uses importer generated files instead of raw input file)
{
public static string ResPath => "res://Assets/tr/tr.en.translation";
public static OptimizedTranslation Load() => GD.Load<OptimizedTranslation>(ResPath);
}
public static class TrFrTranslation
{
public static string ResPath => "res://Assets/tr/tr.fr.translation";
public static OptimizedTranslation Load() => GD.Load<OptimizedTranslation>(ResPath);
}
}
}
public static partial class Scenes
{
public static string ResPath => "res://Scenes";
public static class MySceneTscn
{
public static string ResPath => "res://Scenes/MyScene.tscn";
public static PackedScene Load() => GD.Load<PackedScene>(ResPath);
}
public static class MySceneGd
{
public static string ResPath => "res://Scenes/MyScene.gd";
public static GDScript Load() => GD.Load<GDScript>(ResPath);
}
public static class MySceneCs
{
public static string ResPath => "res://Scenes/MyScene.cs";
public static CSharpScript Load() => GD.Load<CSharpScript>(ResPath);
}
public static string MySceneCsUid => "uid://tyjsxc2njtw2"; // -- (Res.Uid)
public static string MySceneGdUid => "uid://sho6tst545eo";
}
}
Example 2:
[ResourceTree("/")] public static partial class MyRes;
Generates:
partial class MyRes
{
public static partial class Assets
{
public static CompressedTexture2D IconSvg => GD.Load<CompressedTexture2D>("res://Assets/icon.svg");
public static class Tr
{
public static OptimizedTranslation TrEnTranslation => GD.Load<OptimizedTranslation>("res://Assets/tr/tr.en.translation");
public static OptimizedTranslation TrFrTranslation => GD.Load<OptimizedTranslation>("res://Assets/tr/tr.fr.translation");
}
}
}
Example 3:
[ResourceTree("/", Res.ResPath)] public static partial class MyRes;
Generates:
partial class MyRes
{
public static partial class Assets
{
public static string IconSvg => "res://Assets/icon.svg";
public static class Tr
{
public static string TrEnTranslation => "res://Assets/tr/tr.en.translation";
public static string TrFrTranslation => "res://Assets/tr/tr.fr.translation";
}
}
}
Rpc
- Generates strongly typed Rpc/RpcId methods
Examples:
[Rpc] public void FireWeapon() [Rpc] private void UpdateName(string name) [Rpc] protected void BuyItem(MyItemEnum item, float price, int count = 1)
Generates:
public void FireWeaponRpc() => Rpc(MethodName.FireWeapon); public void FireWeaponRpcId(long id) => RpcId(id, MethodName.FireWeapon); private void UpdateNameRpc(string name) => Rpc(MethodName.UpdateName, name); private void UpdateNameRpcId(long id, string name) => RpcId(id, MethodName.UpdateName, name); protected void BuyItemRpc(MyItemEnum item, float price, int count = 1) => Rpc(MethodName.BuyItem, (int)item, price, count); protected void BuyItemRpcId(long id, MyItemEnum item, float price, int count = 1) => RpcId(id, MethodName.BuyItem, (int)item, price, count);
Shader
- Class attribute
- Provides strongly typed access to shader uniforms (or visual shader parameters)
- Decorate class to generate wrapper with properties
- Decorate static class to generate static Get/Set methods
- Decorate ShaderMaterial class for resource script
- NB:
- VisualShader defaults are not set on scene local ShaderMaterial
- The current workaround is to save ShaderMaterial as an external resource or call Reset() to initialise defaults from code
- Advanced options available as attribute arguments:
- source (default null): relative or absolute path to shader file
Example shader:
uniform int my_int = 7; uniform float my_float = 7.7; // Express enum type with comment //uniform int my_enum : hint_enum(...); // MyEnumType // Express color type with hint //uniform vec3 my_color : source_color; // Parameterised defaults can be scalar or explicit //uniform vec4 with_scalar_default = vec(7.7); //uniform vec4 with_explicit_default = vec(7.7, 7.7, 7.7); // TODO: arrays // TODO: alternate types (Rect2, Plane, Quaternion for bvec4 & Projection for mat4)
With decorated class
[Shader] //[Shader("Shaders/my_shader")] // Relative or absolute (res:// & .gdshader optional) public partial class MyShader;
Generates:
partial class MyShader { public const string ShaderPath = "res://Path/To/MyShader.gdshader"; public static Shader LoadShader() => GD.Load<Shader>(ShaderPath); public ShaderMaterial Material { get; private init; } public static implicit operator ShaderMaterial(MyShader self) => self.Material; public static implicit operator MyShader(ShaderMaterial material) => new(material); public MyShader() { Material = new ShaderMaterial { Shader = LoadShader() }; Reset(); } public MyShader(ShaderMaterial material) { if (material is null) throw new ArgumentNullException(nameof(material)); if (material.Shader is null) throw new InvalidOperationException($"MyShader - Null Shader [Expected: {ShaderPath}]"); if (material.Shader.ResourcePath != ShaderPath) throw new InvalidOperationException($"MyShader - Shader Mismatch [Expected: {ShaderPath}, Found: {material.Shader.ResourcePath}]"); Material = material; } public void Reset() { MyInt = Default.MyInt; MyFloat = Default.MyFloat; } public static class Default { public static readonly int MyInt = 7; public static readonly float MyFloat = 7.7f; } public int MyInt { get => (int)Material.GetShaderParameter(Params.MyInt); set => Material.SetShaderParameter(Params.MyInt, value); } public float MyFloat { get => (float)Material.GetShaderParameter(Params.MyFloat); set => Material.SetShaderParameter(Params.MyFloat, value); } public static class Params { public static readonly StringName MyInt = "my_int"; public static readonly StringName MyFloat = "my_float"; } }
With decorated static class
[Shader] //[Shader("Shaders/my_shader")] // Relative or absolute (res:// & .gdshader optional) public static partial class MyShader;
Generates:
static partial class MyShader { public const string ShaderPath = "res://Path/To/MyShader.gdshader"; public static Shader LoadShader() => GD.Load<Shader>(ShaderPath); public static ShaderMaterial New() => NewMaterial(); public static ShaderMaterial NewMaterial() { var material = new ShaderMaterial { Shader = LoadShader() }; InitMaterial(material); return material; } public static void Init(ShaderMaterial material) => InitMaterial(material); public static void Reset(ShaderMaterial material) => InitMaterial(material); public static void InitMaterial(ShaderMaterial material) { if (material is null) throw new ArgumentNullException(nameof(material)); if (material.Shader is null) throw new InvalidOperationException($"MyShader - Null Shader [Expected: {ShaderPath}]"); if (material.Shader.ResourcePath != ShaderPath) throw new InvalidOperationException($"MyShader - Shader Mismatch [Expected: {ShaderPath}, Found: {material.Shader.ResourcePath}]"); SetMyInt(material, Default.MyInt); SetMyFloat(material, Default.MyFloat); } public static class Default { public static readonly int MyInt = 7; public static readonly float MyFloat = 7.7f; } public static int GetMyInt(ShaderMaterial material) => (int)material.GetShaderParameter(Params.MyInt); public static float GetMyFloat(ShaderMaterial material) => (float)material.GetShaderParameter(Params.MyFloat); public static void SetMyInt(ShaderMaterial material, int value) => material.SetShaderParameter(Params.MyInt, value); public static void SetMyFloat(ShaderMaterial material, float value) => material.SetShaderParameter(Params.MyFloat, value); public static class Params { public static readonly StringName MyInt = "my_int"; public static readonly StringName MyFloat = "my_float"; } }
With decorated ShaderMaterial
[Shader] //[Shader("Shaders/my_shader")] // Relative or absolute (res:// & .gdshader optional) public partial class MyShader : ShaderMaterial;
Generates:
partial class MyShader { public const string ShaderPath = "res://Path/To/MyShader.gdshader"; public static Shader LoadShader() => GD.Load<Shader>(ShaderPath); public MyShader() { Shader ??= LoadShader(); Reset(); } public void Reset() { MyInt = Default.MyInt; MyFloat = Default.MyFloat; } public static class Default { public static readonly int MyInt = 1; public static readonly float MyFloat = 0.1f; } public int MyInt { get => (int)GetShaderParameter(Params.MyInt); set => SetShaderParameter(Params.MyInt, value); } public float MyFloat { get => (float)GetShaderParameter(Params.MyFloat); set => SetShaderParameter(Params.MyFloat, value); } public static class Params { public static readonly StringName MyInt = "my_int"; public static readonly StringName MyFloat = "my_float"; } }
ShaderGlobals
- Class attribute
- Provides strongly typed access to global shader uniforms defined in godot.project
Examples:
# (project.godot)
[shader_globals]
my_col={
"type": "color",
"value": Color(0.1, 0.2, 0.3, 0.4)
}
my_pos={
"type": "vec3",
"value": Vector3(0, 0.5, 0)
}
with
[ShaderGlobals] public static partial class MyShaderGlobals;
Generates:
static partial class MyShaderGlobals { public static class Default { public static Color MyCol = new Color(0.1f, 0.2f, 0.3f, 0.4f); public static Vector3 MyPos = new Vector3(0, 0.5f, 0); } private static class Name { public static readonly StringName MyCol = "my_col"; public static readonly StringName MyPos = "my_pos"; } private static class Value { public static Color MyCol = Default.MyCol; public static Vector3 MyPos = Default.MyPos; } public static Color MyCol { get => Value.MyCol; set => RenderingServer.GlobalShaderParameterSet(Name.MyCol, Value.MyCol = value); } public static Vector3 MyPos { get => Value.MyPos; set => RenderingServer.GlobalShaderParameterSet(Name.MyPos, Value.MyPos = value); } }
Singleton
- Class attribute
- Provides single instance access to data or scene objects
- Staticly created on first use with private constructor
- If present, invokes an
Initmethod on instance creation - Advanced options available as attribute arguments:
- init: (default 'Init') Override name of init function
Examples:
[Singleton] // no tscn public partial class MyData; [Singleton] // no tscn, with Init function public partial class MyNode : Node { private void Init() { } } [Singleton(nameof(InitScene))] // with tscn (same folder, same name) and init override public partial class MyScene : Node { private void InitScene() { } }
Generates:
partial class MyData { public static MyData Instance { get; } = new(); private MyData() { } } partial class MyNode { public static MyNode Instance { get; } = Init(new()); [EditorBrowsable(EditorBrowsableState.Never)] private static MyNode Init(MyNode x) { x.Init(); return x; } private MyNode() { } } partial class MyScene { public static MyScene Instance { get; } = InitScene((MyScene)GD.Load<PackedScene>("res://PathTo/MyScene.tscn").Instantiate()); [EditorBrowsable(EditorBrowsableState.Never)] private static MyScene InitScene(MyScene x) { x.InitScene(); return x; } private MyScene() { } }
TR
- Class attribute
- Provides strongly typed access to translation locales and keys (as defined in csv)
- Advanced options available as attribute arguments:
- source: (default 'res://Assets/tr/tr.csv') Override path to csv (relative or absolute)
- xtras: (default true) Generate Tr* extension methods for easier formatting
Example CSV:
keys,en,es,ja,_notes GREET,"Hello, friend!","Hola, amigo!",こんにちは, ASK,How are you?,Cómo está?,元気ですか, BYE,Goodbye,Adiós,さようなら, QUOTE,"""Hello"" said the man.","""Hola"" dijo el hombre.",「こんにちは」男は言いました, FULL_NAME,My full name is {0} {1},Mi nombre completo es {0} {1},私のフルネームは{0} {1}です。,Example with 2 args DATE_OF_BIRTH,My date of birth is {0:yyyy-MM-dd},Mi fecha de nacimiento es {0:yyyy-MM-dd},私の生年月日は{0:yyyy-MM-dd}です。,Example with 1 arg
with
[TR] //[TR(xtras: false)] // (optional flag to skip Tr* extension methods) //[TR("Assets/tr.csv")] // (optional path to csv, relative to current C# file or absolute path from project root (res:// prefix & .csv extension are optional)) public static partial class TR;
Generates:
static partial class TR { public static partial class Loc { public const string En = "en"; public const string Es = "es"; public const string Ja = "ja"; public static readonly string[] All = [En, Es, Ja]; } public static partial class Key { public static readonly StringName Greet = "GREET"; public static readonly StringName Ask = "ASK"; public static readonly StringName Bye = "BYE"; public static readonly StringName Quote = "QUOTE"; public static readonly StringName FullName = "FULL_NAME"; public static readonly StringName DateOfBirth = "DATE_OF_BIRTH"; public static readonly string[] All = [Greet, Ask, Bye, Quote, FullName, DateOfBirth]; } } static partial class TRExtensions { public static string TrGreet(this GodotObject self) => self.Tr(TR.Key.Greet); public static string TrAsk(this GodotObject self) => self.Tr(TR.Key.Ask); public static string TrBye(this GodotObject self) => self.Tr(TR.Key.Bye); public static string TrQuote(this GodotObject self) => self.Tr(TR.Key.Quote); public static string TrFullName(this GodotObject self, object arg0, object arg1) => string.Format(self.Tr(TR.Key.FullName), arg0, arg1); public static string TrDateOfBirth(this GodotObject self, object arg0) => string.Format(self.Tr(TR.Key.DateOfBirth), arg0); }
Usage:
TranslationServer.SetLocale(TR.Loc.Es); GD.Print(this.TrGreet()); // Hola, amigo! GD.Print(this.Tr(TR.Key.Greet)); // Hola, amigo! GD.Print(this.TrFullName("Cat", "Lips")); // Mi nombre completo es Cat Lips