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Add C# resource export. #63126
Add C# resource export. #63126
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FYI: it has been brought to my attention that there are plans for Godot 4 to rely on .NET 6 and source generators that interact with the new GDExtension system rather than having C# types appear as scripts. If that comes to pass, then merging this PR will be unnecessary as C# types would no longer appear as scripted types, but rather as built-in object types (i.e. GDScript should automatically define native references to their classes just as it does for things like |
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I notice that your commit a3cefd8 fixed the mono build for me. It was probably broken after #63603 and #63595. Generating the mono glue is however still broken, probably after #63219. I know the focus of godot 4 is not on C# right now and I fully understand and support this decision. Would it be a good idea to keep track of those failures and fixes in a PR or should I give up on mono altogether and wait for the .net 6 work to be merged? Edit: #63656 and #63661 fixed the mono build and #63537 will fix the mono glue. |
@willnationsdev Mono build is functional again. But I'm really excited for this, hope this gets merged 😄 |
@geowarin is this really even relevant anymore? I suppose it could be relevant for future 3.x builds, but it wouldn't be for 4.0 even if using Mono, right? I assume the 4.0 Mono would likewise just register types with GDExtensions like the .NET 6 version would. |
Not sure, maybe @akien-mga or @neikeq can chime in and tell us more. What I understand is .net 6 is still very much in the works, and won't be available in the next months (not before 4.1). I can see that this PR would turn into throwaway code once .net 6 gets merged. I imagine the whole So it would be used by a very limited set of persons until 4.1 gets there. Wow this is a very long way of saying "I don't really know", isn't it? 😄 Do you have concerns about this code outside of "this will get deleted soon (tm)"? |
At the very least I would keep this PR separate from your main PR. |
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@geowarin FYI, I just rebased this PR, so if there is a need to merge it, then it should be available to those that want it. |
@willnationsdev any updates on this? Would be nice to merge it at some point. |
@dotlogix After the .NET 6 overhaul, everything in this PR doesn't really apply anymore for the most part. I'd have to start from scratch in analyzing/understanding the new codebase. On the plus side, implementing support should be fairly easy / straightforward since it should just involve adding an updated Export attribute constructor (to my inexperienced pov anyway). Since C# is in ClassDB now rather than being a script, it largely should work out of the box. |
It would be very nice to add support for C# because atm it is not really usable out of the box. For GDScript we now have the ScriptClasses available for selection in the "Add Node" Section automatically for C# this is not possible (I assume) because EditorPlugins don't work anymore if I remember correctly. Same applies for Resources with GDScript this is very easy and you get a nice filtered view with your exported properties, in C# not possible. Theming also depends on these types to be available to automatically show up in the Theme editor if you registered them manually in ThemeDB. |
I may be wrong since I haven't actually had time to try building Godot 4 at all after .NET 6 support was merged, but if I understand correctly and the .NET 6 support is implemented using source generators to generate binding code that registers C# classes as "extension classes" to the
If C# classes are now built-in classes as described, then the only thing you should need to do is define a C# class that extends the On the C# side of things, I took a peek at the [Export(PropertyHint.ResourceType, "MyGDScriptResource")] public Resource Data { get; set; } The only thing I might add is another constructor that assumes So, in short... # Define a GDScript Resource type.
class_name GDResource
extends Resource // Define a C# Resource type.
public CSResource : Godot.Resource {}
// Export properties of either type in a C# node.
public CSNode : Godot.Node
{
// Should work out-of-the-box, ideally.
[Godot.Export] public CSResource? CSResource { get; set; }
// Not yet supported, but I might add it.
[Godot.Export("GDResource")] Godot.Resource? GDResource { get; set; }
// Should be available as a backup option for now.
[Godot.Export(Godot.PropertyHint.ResourceType, "GDResource")] Godot.Resource? GDResource2 { get; set; }
} # Export properties of either type in a GDScript node.
class_name GDNode
extends Node
@export var gd_data: GDResource = null # should definitely work
@export var cs_data: CSResource = null # will PROBABLY work, given my recent updates to GDScript that were merged.
Idk anything about the ThemeDB, but I would hazard a guess that if it's defined in the If any of the explanations or examples above do not match up with the behavior you currently experience, then please make sure another issue is opened for it. As far as I'm concerned, if the above assertions hold true, then this pull request is moot and can be rejected/abandoned. If it doesn't work, then the problem shouldn't be that C# "resources" don't work so much as there is some sort of fundamental problem with the C# classes not showing up in the |
What @willnationsdev describes is the plan but note that the move to GDExtension hasn't actually happened yet, C# still uses the ScriptLanguage API. For now, my recommendation would be to use the |
@raulsntos Is Godot 4 planning to launch its stable release with C# distributed as a ScriptLanguage? If that's the case, and people still have issues using resources from C#, then I would prefer to try and find a solution for stable that removes any need for CustomTypes, even if I have to find time to do it myself. It was only b/c I thought 4.0 C# Resource support would be a reality that I stepped away from my Godot work to focus on other priorities. I don't want people's first Godot 4.0 C# experience to be tarnished with bad UX. |
@willnationsdev please let me know if there is anything I can do to support you on that topic. Atm I came up with an addon script which does basically what @raulsntos said and register all C# types as CustomTypes automatically. |
No worries. I appreciate your support. The things one has to do are...
So most of what I'll be doing is trying to figure out how the GDExtension-based ScriptLanguage registration works and where the logic for detecting changes to the .NET assemblies is, that way I can migrate the logic from this PR to the updated .NET implementation. |
No, the plan is for .NET to move to GDExtension before the stable release.
.NET support is still implemented as a module, not GDExtension, and should be very similar to how it was before .NET 6.0 but some logic that used to be in C++ was moved to C#. |
C# will support GDExtension in Godot 4.0, but I'm not sure yet whether it will replace scripting or just be another option. There are going to be many of what I consider UX regressions with GDExtensions. Some are fixable, but that may take time. Others are unlikely to change (like lack of method overloads, of which we support to some extent in C# scripts). If it was my decision, scripting support would stay, but there's a push to leave scripting as a GDScript-only interface and move all the other language bindings to GDExtension, so we will see. If scripting stays, I will gladly salvage this PR when I have some time. |
@neikeq Gotcha. So it's really just an "up in the air" uncertainty at this point, to some degree. If that's the case, I'll try to find time to get this PR salvaged in order to save you from having to do it since I know you're busy with a load of other .NET junk. Really appreciate all the work you've done. On that note, has the documentation for compiling the latest master been updated (didn't appear to have any changes that I saw in the |
@willnationsdev I use this PowerShell Script to build the engine from master atm: # Build temporary binary
scons -j16 platform=windows target=editor tools=yes module_mono_enabled=yes mono_glue=no
# Generate glue sources
.\bin\godot.windows.opt.tools.x86_64.mono.exe --generate-mono-glue .\modules\mono\glue
# Build C# solutions
python .\modules\mono\build_scripts\build_assemblies.py --godot-output-dir .\bin --push-nupkgs-local ".\nuget" |
The docs haven't been updated yet. The only instructions are in the module readme. |
@neikeq Wow, this is massive and seemingly signals the end of C# as one of the primary supported scripting languages, and looks like a major blow to C# support in Godot in general. Where is this discussion taking place? Also could you expand upon the UX regressions the move to GDExtensions entails (is there more information about this anywhere)? Apologies that this is slightly off topic for this PR but I'm not really sure where else to follow up on this. |
No, GDExtension is simply a different system for doing the same thing. Switching away from the scripting system doesn't change the support status of the language, and it will still be included by default.
Discussion is on our RocketChat, either in private or the scripting channel. UX regressions could be many things. I don't have a full list, as we will only know when we get user feedback. One example is no go-to-script button in the node tree since there's no file association. That one can likely be solved, although not likely in time for 4.0. |
Would someone mind explaining what this means exactly? Sorry if I've missed something obvious. I love C# and I'm worried it's being pushed to a second-class language, that's all. Thanks! |
Any updates on this? This is something I've been looking forward to since it'd make the workflow a lot more intuitive to work with in C#. |
Superseded by #72619. |
I hope C# will not be demoted to a second-class citizen. GDScript 2.0 is nice and all but I just can't stomach loss of QoL features I have in IDEs. I don't have the confidence I can scale a project with GDScript past a certain point, but I can with C#. |
It's not being demoted to a second-class citizen – quite the opposite, in fact. C# resource support is being worked on for a future 4.x release: #72619 |
Adds support for C# to be able to define global types using a
[Global]
attribute and export global script class resource types using an[Export]
attribute. The[Export]
attribute has an optional single-string constructor which allows for you to specify non-C# types to be exported (they must extendResource
), but if you omit it, then it will simply use whatever data type the C# property type is (so the C# property must be aResource
-extending C# class with the[Global]
attribute attached to it).Related Issues:
Related PRs:
Sibling PRs:
Considerations: