godot-csharp-integrationlisted
Install: claude install-skill ibrohim1234567881717/game-dev-ai-skills
# Godot C# Integration
## Purpose
C# in Godot is not a drop-in replacement for GDScript. It needs a different
engine binary, a different export template, a build step before the game will
run, and every call that crosses into the engine pays a marshalling cost that
GDScript does not. Used where it fits — heavy simulation, existing .NET
libraries, teams with C# depth — it is a real win. Used everywhere by reflex, it
buys a slower iteration loop and a narrower list of platforms you can ship to.
This skill covers the setup, the interop rules, and the decision.
## When to use
- A `.csproj` sits beside `project.godot`, or `project.godot` contains a
`dotnet/project/assembly_name` key.
- Writing or reviewing `.cs` files in a Godot project.
- Deciding whether a new system should be GDScript or C#.
- A C# node "does nothing", an `[Export]` does not appear in the inspector, or a
signal will not connect.
- Diagnosing an export that works from the editor and fails as a build, or a
target platform that refuses the .NET template.
## When NOT to use
- GDScript idioms and syntax — `godot-gdscript-patterns`.
- Native extensions in C++ or Rust — that is GDExtension, not C#, and is out of
scope for this pack.
- Frame-time investigation once the language choice is settled —
`godot-performance-profiling`.
- Export presets and platform packaging in general — `godot-export-deployment`;
this skill covers only the C#-specific export constraints.
## Required context
- **Engine buil