Righthand.GodotSourceGenerator
1.1.1-beta.5
Prefix Reserved
dotnet add package Righthand.GodotSourceGenerator --version 1.1.1-beta.5
NuGet\Install-Package Righthand.GodotSourceGenerator -Version 1.1.1-beta.5
<PackageReference Include="Righthand.GodotSourceGenerator" Version="1.1.1-beta.5"> <PrivateAssets>all</PrivateAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets> </PackageReference>
<PackageVersion Include="Righthand.GodotSourceGenerator" Version="1.1.1-beta.5" />
<PackageReference Include="Righthand.GodotSourceGenerator"> <PrivateAssets>all</PrivateAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers</IncludeAssets> </PackageReference>
paket add Righthand.GodotSourceGenerator --version 1.1.1-beta.5
#r "nuget: Righthand.GodotSourceGenerator, 1.1.1-beta.5"
#:package Righthand.GodotSourceGenerator@1.1.1-beta.5
#addin nuget:?package=Righthand.GodotSourceGenerator&version=1.1.1-beta.5&prerelease
#tool nuget:?package=Righthand.GodotSourceGenerator&version=1.1.1-beta.5&prerelease
godot-tscn-source-generator
Generates C# source code within Visual Studio 2022 based on Godot project.godot and .tscn files. Based on Righthand.GodotTscnParser which in turn uses ANTLR.
NOTE: Currently in alpha stage. If you have pull requests, problems or improvements ideas, feel free to create Issues. Also .tscn parser is probably not yet complete. If you find a case when generator doesn't create any code it could be that it failed parsing .tscn file (check build output). In such case I'd be interested in your .tscn file so I can update the parser.
Quick start
- Open a Godot solution in Visual Studio.
- Mark all .tscn files that will be used for code generation as "C# analyzer additional file" -
select file in Solution Explorer and set its
Build ActiontoC# analyzer additional file. Or alternatively add entry manually to .csproj as
<ItemGroup>
<AdditionalFiles Include="FILENAME.cs" />
</ItemGroup>
where FILENAME should be replaced with relative path to file. Add AdditionalFiles node for each file.
- Install Righthand.GodotSourceGenerator from NuGet. Make sure you check "Include prerelease" as it is currently marked so.
- Build project.
- Use generated strong typed calls.
Sample generated code:
partial class Player
{
public record struct AnimatedSprite2DNode
{
// ...
public AnimatedSprite2D Instance => owner.GetNode<AnimatedSprite2D>("AnimatedSprite2D");
// ...
public static class SpriteFrames
{
public static StringName Up { get; } = "up";
public static StringName Walk { get; } = "walk";
}
}
public AnimatedSprite2DNode AnimatedSprite2D => new AnimatedSprite2DNode(this);
}
public static partial class InputActions
{
public static StringName MoveLeft { get; } = "move_left";
public static StringName MoveRight { get; } = "move_right";
public static StringName MoveUp { get; } = "move_up";
public static StringName MoveDown { get; } = "move_down";
public static StringName StartGame { get; } = "start_game";
}
public static class Scenes
{
public static readonly StringName Game = "res://Scenes/game.tscn";
public static readonly StringName Hud = "res://Scenes/hud.tscn";
public static readonly StringName Level = "res://Scenes/level.tscn";
public static readonly StringName Start = "res://Scenes/start.tscn";
}
If you have a class named Player you can use
AnimatedSprite2D.Instancemethod without explicitly using generic argument or node name.node.Animation = AnimatedSprite2DNode.SpriteFrames.Upinstead ofnode.Animation = "up"if (Input.IsActionPressed(InputActions.MoveRight))instead ofif (Input.IsActionPressed("move_right)). Note that InputActions are global constants.Scenes.Levelinstead of"res://Scenes/level.tscn". If scenes are not within a Scenes directory, that root class will be PackedScenes and access will be likePackedScenes.SomeDirectory.SomeScene.
Besides providing Intellisense auto competition, it also helps when nodes are renamed in .tscn file. If this happens, code won't compile anymore, and it would require update.
When Scenes directory is not at the root of the project
If Scenes directory is not at the root of the project, you might set
relative directory to avoid unnecessary nesting in Scenes class.
This is done through a .csproj property like the sample below, when Scenes are located in src subdirectory:
<PropertyGroup>
<TscnGeneratorGodotRoot>src/</TscnGeneratorGodotRoot>
</PropertyGroup>
<ItemGroup>
<CompilerVisibleProperty Include="TscnGeneratorGodotRoot" />
</ItemGroup>
Make sure you include both TscnGeneratorGodotRoot and CompilerVisibleProperty, otherwise it won't work.
Generated code
- Strong typed GetNode<T>(name) calls
- Animation name constants
- Input actions names
- Node groups
- Supports node nesting
- Strong typed script resources
Sample
- See refactored
Dodge The Creeps Refactored
Roadmap
More code generation.
| Product | Versions 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. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-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. |
-
.NETStandard 2.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.1.1-beta.5 | 87 | 3/21/2026 |
| 1.1.1-beta.4 | 75 | 1/18/2026 |
| 1.1.1-beta.3 | 85 | 12/31/2025 |
| 1.1.1-beta.2 | 89 | 12/29/2025 |
| 1.1.1-beta.1 | 78 | 12/29/2025 |
| 1.1.0-beta.2 | 94 | 12/28/2025 |
| 1.1.0-beta.1 | 138 | 12/21/2025 |
| 1.0.0-beta.2 | 156 | 6/3/2024 |
| 1.0.0-beta.1 | 292 | 10/16/2023 |
| 1.0.0-alpha9 | 237 | 3/26/2023 |
| 1.0.0-alpha8 | 236 | 3/25/2023 |
| 1.0.0-alpha7 | 226 | 3/19/2023 |
| 1.0.0-alpha6 | 217 | 3/17/2023 |
| 1.0.0-alpha5 | 220 | 3/16/2023 |
| 1.0.0-alpha4 | 226 | 3/12/2023 |
| 1.0.0-alpha3 | 218 | 3/7/2023 |
| 1.0.0-alpha2 | 227 | 3/5/2023 |
| 1.0.0-alpha11 | 221 | 3/26/2023 |
| 1.0.0-alpha10 | 209 | 3/26/2023 |
| 1.0.0-alpha.11 | 141 | 10/16/2023 |
- prefixes Timer instance with Godot. to avoid conflicts with System.Threading namespace