GodotSharp.SourceGenerators 2.5.0

dotnet add package GodotSharp.SourceGenerators --version 2.5.0                
NuGet\Install-Package GodotSharp.SourceGenerators -Version 2.5.0                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GodotSharp.SourceGenerators" Version="2.5.0" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GodotSharp.SourceGenerators --version 2.5.0                
#r "nuget: GodotSharp.SourceGenerators, 2.5.0"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install GodotSharp.SourceGenerators as a Cake Addin
#addin nuget:?package=GodotSharp.SourceGenerators&version=2.5.0

// Install GodotSharp.SourceGenerators as a Cake Tool
#tool nuget:?package=GodotSharp.SourceGenerators&version=2.5.0                

GodotSharp.SourceGenerators

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
  • 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 2.x supports Godot 4
  • Version 1.x supports Godot 3

(See GodotSharp.BuildingBlocks or local tests for example usage patterns)

Table of Contents

Installation

Install via NuGet

Attributes

SceneTree

  • 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
    }
}

GodotOverride

  • 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);

Notify

  • 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)
}

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
[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";
}

LayerNames

  • 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)
partial 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...
}

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
[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)
    }
}

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 (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);
    }

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
  • (Not that useful unless writing lots of plugins - might remove in v3)
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 was computed.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.0

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (3)

Showing the top 3 popular GitHub repositories that depend on GodotSharp.SourceGenerators:

Repository Stars
chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#. Now with saving and loading!
Cat-Lips/GodotSharp.SourceGenerators
C# source generators for the Godot Game Engine
CSharpRedotTools/Template
A template used for quickly setting up new Redot 4 C# games.
Version Downloads Last updated
2.5.0 196 11/24/2024
2.4.1-241118-2013.Release 139 11/18/2024
2.4.1-241107-1157.Release 50 11/7/2024
2.4.1-241102-1224.Release 49 11/2/2024
2.4.1-241017-1218.Release 307 10/17/2024
2.4.1-241017-1201.Release 47 10/17/2024
2.4.1-241016-2342.Release 68 10/16/2024
2.4.0 782 7/18/2024
2.4.0-240626-1054.Release 56 6/26/2024
2.4.0-240429-1137.Release 233 4/29/2024
2.3.4 346 4/27/2024
2.3.4-240426-1941.Release 64 4/26/2024
2.3.3 169 4/1/2024
2.3.3-240115-0706.Release 107 1/14/2024
2.3.2 618 1/6/2024
2.3.1 317 12/11/2023
2.3.1-231211-0953.Release 89 12/10/2023
2.3.0 214 11/18/2023
2.2.1 173 10/21/2023
2.1.1 2,444 6/26/2023
2.1.0 168 6/23/2023
2.1.0-230621-1151.Release 86 6/21/2023
2.1.0-230426-1916.Release 100 4/26/2023
2.1.0-230420-1952.Release 91 4/20/2023
2.1.0-230411-1909.Release 93 4/11/2023
2.1.0-230315-1148.Release 90 3/15/2023
2.0.0 308 3/1/2023
2.0.0-230219-1656.Release 95 2/19/2023
2.0.0-221203-2249.Release 114 12/3/2022
2.0.0-221203-2123.Release 95 12/3/2022
2.0.0-221203-1959.Release 103 12/3/2022
2.0.0-221112-2249.Release 109 11/12/2022
2.0.0-221026-2257.Release 109 10/26/2022
1.3.3 551 10/10/2022
1.3.3-221006-0024.Release 91 10/5/2022
1.3.2 418 9/29/2022
1.3.2-220912-1711.Release 109 9/12/2022
1.3.1 482 9/8/2022
1.3.1-220903-2224.Release 98 9/3/2022
1.3.1-220826-1958.Release 107 8/26/2022
1.3.0 473 8/21/2022
1.2.1-220815-1436.Release 109 8/15/2022
1.2.1-220620-2346.Release 134 6/20/2022
1.2.0 515 6/6/2022
1.1.4 494 4/14/2021
1.1.3 381 4/11/2021
1.1.2 381 3/31/2021
1.1.1 397 2/1/2021
1.1.0 417 1/30/2021
1.0.0 420 1/27/2021

v.2.5.0
     - Documentation updates:
     -- Add comments for generated InputMap classes (credit to @Delsin-Yu)
     -- Add note about [SceneTree] leaf nodes in README.md (credit to @valkyrienyanko)
     - Bug fixes:
     -- Added more explicit prepend of res:// to Instantiate resource paths
     -- Disabled hidden inherited member warning for generated Instantiate methods
     - Enhancements:
     -- Adding support for default parameters for generated Instantiate methods
     -- Adding support for SceneTree usage on subnodes (credit to @benjiwolff)
     -- Adding parameter to SceneTreeAttribute to override _ (credit to @benjiwolff)
     -- Adding support for partial properties with NotifyAttribute (credit to @willnationsdev)

     v.2.4.0
     - ADDED: LayerNames attribute
     - ADDED: Support for Nullable Reference Types (for `Notify` and `OnInstantiate`)

     v.2.3.4
     - ADDED: Support for .NET 8.0
     - ADDED: Nested InputMap entries
     - ADDED: OnImport attribute for editor only builds (GD4 only)

     v.2.1.0
     - ADDED: CodeComments attribute
     - ADDED: OnInstantiate attribute (with protected constructor)
     - ADDED: Inline changed action on Notify setter
     - ADDED: Implicit operators as an alternative to calling .Get() on scene tree for non-leaf nodes

     v.2.0.0
     - ADDED: Support for Godot 4.0
     -- KnownIssue: GodotOverride requires an additional partial method override declaration
     - CHANGED: Notify must be used on property instead of field to access privately generated content
     - ADDED: InputMap attribute

     v.1.3.3
     - ADDED: Support for placeholder scenes
     - ADDED: Support for editable instanced scenes
     - FIXED: GodotOverride in derived class now calls rather than hides base method
     - FIXED: Previously, types could not share the same name. This has now been fixed.
     - ADDED: Notify attribute (with support for [Export])
     - ADDED: Support for uniquely named nodes (ie, Godot 3.5 - GetNode("%MyUniqueNode"))

     v.1.2.0
     - Replaces ISourceGenerator with IIncrementalGenerator for faster builds
     - Hierarchy of inherited scenes are now fully accessible from base classes
     - Hierarchy of instanced scenes can be made accessible using [SceneTree(traverseInstancedScenes=true)]
     - FIXED: Modifications (overrides) of inheritance hierarchy now supported
     - FIXED: Inheriting/Instancing scenes without scripts now supported
     - FIXED: Consumers with implicit usings enabled now supported

     v.1.1.4
     - Exposed base classes/helpers to help create project specific source generators

     v.1.0.0
     - Initial release (SceneTree/GodotOverride)