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Agent skill · Audited from source

godot-csharp

skill · gamedev-skills/awesome-gamedev-agent-skillsApache-2.0 licenceAudited 31 Oct 2026 · source 77df9453bb1b

★ 6,132pushed 3 days ago
✓SAFEGrade B · 89/100 · 31 Oct 2026 · 77df945
6,132repo stars · whole gamedev-skills/awesome-gamedev-agent-skills

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 77df9453bb1b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and…

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Cite this page

ModelsAtlas. “godot-csharp (gamedev-skills/awesome-gamedev-agent-skills)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/gamedev-skills/godot-csharp

Trust audit

Audit 0.4.1 · source read 31 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 77df9453bb1b · 31 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

  • Publishergamedev-skills GitHub organizationOwner of the repository this skill is read from
  • Source foldergamedev-skills/awesome-gamedev-agent-skills/skills/godot/godot-csharpThe exact folder we audited
  • LicenceApache-2.0As the repository states it
  • Commit pinned for this verdict77df9453bb1bA new audit runs when the source changes
  • Repository statusNot archivedLast push 3 days ago
  • Sandboxed runNot runSkills are read, not executed; layer L4 is skipped

What it tells the agent

Full source on GitHub ↗

Its description: Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and…

---
name: godot-csharp
description: >
  Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle
  (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events,
  type-safe node lookup, 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.
---

# Godot C# / .NET (4.x)

Write Godot game code in C#: node subclasses, the engine lifecycle, exports, signals as
events, and GDScript interop. Targets **Godot 4.7 (.NET / C#)** and **.NET 8**.

## When to use

- Use when scripting a Godot game in C# (`.cs` + `.csproj`), translating GDScript idioms
  to 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#.

## Core workflow

1. **Use the Godot .NET editor build** and install a .NET SDK: 8 or later, and 9 or later if
   you export to Android. Creating the first C#
   script generates a `.csproj`/`.sln`. Build with the editor or `dotnet build`.
2. **Every node script is a `partial` class** extending a Godot type (the source generator
   relies on `partial`). The file/class name should match the node script.
3. **Override lifecycle methods in PascalCase** with `double` delta: `_Ready()`,
   `_Process(double delta)`, `_PhysicsProcess(double delta)`.
4. **Expose tunables with `[Export]`**; they show in the Inspector like GDScript `@export`.
5. **Declare signals as `[Signal]` delegates** named `XxxEventHandler`; emit with
   `EmitSignal(SignalName.Xxx, ...)` and subscribe with the generated C# `event`.
6. **Get nodes with `GetNode<T>("Path")`** (or `%Unique`), and call into GDScript with
   `Call`/`Get`/`Set` when needed.

## Patterns

### 1. A node script: lifecycle, [Export], GetNode<T>

```csharp
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
    }
}
```

### 2. Signals as C# events

```csharp
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}");
}
```

### 3. Instancing a scene in C#

```csharp
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);
    }
}
```

### 4. Interop with GDScript nodes

```csharp
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");
```

## Pitfalls

- **Forgetting `partial`.** Without `partial`, the Godot source generator can't extend the
  class and `[Export]`/`[Signal]` break with confusing build errors.
- **Wrong method case/signature.** C# overrides are `_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 the
  signal 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 Godot
  output panel; `Console` output may not appear.
- **Value-type structs.** `Vector2`, `Color`, `Transform2D` are structs — mutate a local
  copy (`var v = Velocity; v.X = ...; Velocity = v;`); editing `Velocity.X` directly won't
  compile/persist.
- **Needs the .NET build + SDK.** The non-.NET editor can't run C#; a missing .NET SDK
  causes build failures. Godot 4.7 projects target `net8.0`, but the generated `.csproj`
  switches to `net9.0` for Android, so Android exports fail without the .NET 9 SDK.
- **`QueueFree()` vs `Free()`** — same rules as GDScript; prefer `QueueFree()`. Disposed
  objects throw `ObjectDisposedException` if used after freeing.
- **C# 

Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 77df945

Download folder ↗
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills
git -C awesome-gamedev-agent-skills checkout 77df9453bb1b

The author documents no install command, so this uses the repository directly. Our verdict covers commit 77df9453bb1b only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 77df9453bb1b

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ModelsAtlas: SAFE BMODELSATLASSAFE · B
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Questions about godot-csharp

What does the godot-csharp skill do?
77 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro,
Is godot-csharp safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can godot-csharp access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (77df9453bb1b), read on 2026-10-31. The repository is watched, and a new audit runs when it changes — this is the first audit.

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