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250 lines
10 KiB
ReStructuredText
.. _doc_c_sharp:
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Introduction
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============
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.. warning:: C# support is a new feature available since Godot 3.0.
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As such, you may still run into some issues, or find spots
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where the documentation could be improved.
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Please report issues with C# in Godot on the
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`engine GitHub page <https://github.com/godotengine/godot/issues>`_,
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and any documentation issues on the
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`documentation GitHub page <https://github.com/godotengine/godot-docs/issues>`_.
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This page provides a brief introduction to C#, both what it is and
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how to use it in Godot. Afterwards, you may want to look at
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:ref:`how to use specific features <doc_c_sharp_features>`, read about the
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:ref:`differences between the C# and the GDScript API <doc_c_sharp_differences>`
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and (re)visit the :ref:`Scripting section <doc_scripting>` of the
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step-by-step tutorial.
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C# is a high-level programming language developed by Microsoft. In Godot,
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it is implemented with the Mono 5.x .NET framework, including full support
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for C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework
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based on the ECMA standards for C# and the Common Language Runtime.
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A good starting point for checking its capabilities is the
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`Compatibility <http://www.mono-project.com/docs/about-mono/compatibility/>`_
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page in the Mono documentation.
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.. note:: This is **not** a full-scale tutorial on the C# language as a whole.
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If you aren't already familiar with its syntax or features,
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see the
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`Microsoft C# guide <https://docs.microsoft.com/en-us/dotnet/csharp/index>`_
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or look for a suitable introduction elsewhere.
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Setting up C# for Godot
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-----------------------
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Windows
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~~~~~~~
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Download and install the latest version of
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`Visual Studio <https://visualstudio.microsoft.com/downloads/>`_
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(*not* Visual Studio Code), which contains utilities required to use
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C# in Godot. If you don't plan on using the Visual Studio IDE,
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you can download just the
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`Visual Studio Build Tools <https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15>`_
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instead.
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Make sure you at least have the .NET Framework 4.5 targeting pack installed, you can get it using any of the installers mentioned above inside the "Individual components" tab.
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macOS and Linux
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~~~~~~~~~~~~~~~
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Download and install the latest version of the
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`Mono SDK <http://www.mono-project.com/download/>`_. As of Godot 3.1 beta 3,
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the version number doesn't matter since Godot bundles its own Mono 5.18
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installation. We only need the Mono installation for NuGet and MSBuild
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which are required to use C# in Godot.
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.. note:: To download Mono on macOS, use the "Stable Channel" link
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from the `Mono Downloads Page <http://www.mono-project.com/download/>`_.
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The Visual Studio channel is an earlier version of Mono and
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will not work.
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Additional notes
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~~~~~~~~~~~~~~~~
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Your Godot version must have Mono support enabled,
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so make sure to download the **Mono version** of Godot.
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If you are building Godot from source, make sure to follow the steps to
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enable Mono support in your build as outlined in the
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:ref:`doc_compiling_with_mono` page.
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In summary, you must have installed Visual Studio or Mono (depending
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on your operating system) **and** the Mono-enabled version of Godot.
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Configuring an external editor
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------------------------------
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C# support in Godot's script editor is minimal. Consider using an
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external IDE or editor, such as `Visual Studio Code <https://code.visualstudio.com/>`_
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or MonoDevelop. These provide autocompletion, debugging, and other
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useful features for C#. To select an external editor in Godot,
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click on **Editor → Editor Settings** and scroll down to
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**Mono**. Under **Mono**, click on **Editor**, and select your
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external editor of choice.
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.. note:: If you are using Visual Studio Code, ensure you download and install
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the `C# extension <https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp>`_
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to enable features like syntax highlighting and IntelliSense.
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Creating a C# script
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--------------------
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After you successfully set up C# for Godot, you should see the following option
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when selecting ``Attach script`` in the context menu of a node in your scene:
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.. image:: img/attachcsharpscript.png
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Note that while some specifics change, most concepts work the same
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when using C# for scripting. If you're new to Godot, you may want to follow
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the tutorials on :ref:`doc_scripting` at this point.
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While some places in the documentation still lack C# examples, most concepts
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can be transferred easily from GDScript.
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Project setup and workflow
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--------------------------
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When you create the first C# script, Godot initializes the C# project files
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for your Godot project. This includes generating a C# solution (``.sln``)
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and a project file (``.csproj``), as well as some utility files and folders
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(``.mono`` and ``Properties/AssemblyInfo.cs``).
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All of these but ``.mono`` are important and should be committed to your
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version control system. ``.mono`` can be safely added to the ignore list of your VCS.
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When troubleshooting, it can sometimes help to delete the ``.mono`` folder
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and let it regenerate.
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Note that currently, there are some issues where Godot and the C# project
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don't stay in sync; if you delete, rename or move a C# script, the change
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may not be reflected in the C# project file.
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In cases like this, you will have to edit the C# project file manually.
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For example, if you created a script (e.g. ``Test.cs``) and delete it in Godot,
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compilation will fail because the missing file is still expected to be there
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by the C# project file. For now, you can simply open up the ``.csproj`` file
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and look for the ``ItemGroup``, there should be a line included
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like the following:
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.. code-block:: xml
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:emphasize-lines: 2
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<ItemGroup>
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<Compile Include="Test.cs" />
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<Compile Include="AnotherTest.cs" />
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</ItemGroup>
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Simply remove that line and your project should build correctly again.
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Same for renaming and moving things, simply rename and move them
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in the project file if needed.
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Example
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-------
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Here's a blank C# script with some comments to demonstrate how it works.
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.. code-block:: csharp
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using Godot;
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using System;
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public class YourCustomClass : Node
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{
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// Member variables here, example:
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private int a = 2;
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private string b = "textvar";
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public override void _Ready()
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{
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// Called every time the node is added to the scene.
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// Initialization here.
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GD.Print("Hello from C# to Godot :)");
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}
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public override void _Process(float delta)
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{
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// Called every frame. Delta is time since the last frame.
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// Update game logic here.
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}
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}
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As you can see, functions normally in global scope in GDScript like Godot's
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``print`` function are available in the ``GD`` class which is part of
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the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the
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class reference pages for
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:ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`.
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.. note::
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Keep in mind that the class you wish to attach to your node should have the same
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name as the ``.cs`` file. Otherwise, you will get the following error
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and won't be able to run the scene:
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*"Cannot find class XXX for script res://XXX.cs"*
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General differences between C# and GDScript
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-------------------------------------------
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The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++.
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Where possible, fields and getters/setters have been converted to properties.
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In general, the C# Godot API strives to be as idiomatic as is reasonably possible.
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For more information, see the :ref:`doc_c_sharp_differences` page.
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Current gotchas and known issues
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--------------------------------
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As C# support is quite new in Godot, there are some growing pains and things
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that need to be ironed out. Below is a list of the most important issues
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you should be aware of when diving into C# in Godot, but if in doubt, also
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take a look over the official
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`issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_.
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- As explained above, the C# project isn't always kept in sync automatically
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when things are deleted, renamed or moved in Godot
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(`#12917 <https://github.com/godotengine/godot/issues/12917>`_).
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- Writing editor plugins is possible, but it is currently quite convoluted.
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- State is currently not saved and restored when hot-reloading,
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with the exception of exported variables.
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- Exporting Mono projects is only supported for desktop platforms
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(Linux, Windows and macOS). Android, iOS, HTML5 and UWP are not currently supported
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(`#20267 <https://github.com/godotengine/godot/issues/20267>`_,
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`#20268 <https://github.com/godotengine/godot/issues/20268>`_
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`#20270 <https://github.com/godotengine/godot/issues/20270>`_
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`#20271 <https://github.com/godotengine/godot/issues/20271>`_).
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- Attached C# scripts should refer to a class that has a class name
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that matches the file name.
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Performance of C# in Godot
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--------------------------
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According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_,
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the performance of C# in Godot — while generally in the same order of magnitude
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— is roughly **~4×** that of GDScript in some naive cases. C++ is still
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a little faster; the specifics are going to vary according to your use case.
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GDScript is likely fast enough for most general scripting workloads.
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C# is faster, but requires some expensive marshalling when talking to Godot.
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Using NuGet packages in Godot
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-----------------------------
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`NuGet <https://www.nuget.org/>`_ packages can be installed and used with Godot,
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as with any C# project. Many IDEs are able to add packages directly.
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They can also be added manually by adding the package reference in
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the ``.csproj`` file located in the project root:
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.. code-block:: xml
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:emphasize-lines: 2
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<ItemGroup>
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<PackageReference Include="Newtonsoft.Json" Version="11.0.2"/>
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</ItemGroup>
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...
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</Project>
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Whenever packages are added or modified, run ``nuget restore`` in the root of the
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project directory. To ensure that NuGet packages will be available for
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msbuild to use, run:
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.. code-block:: none
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msbuild /t:restore
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