.. _doc_cross_language_scripting: Cross-language scripting ======================== Godot allows you to mix and match scripting languages to suit your needs. This means a single project can define nodes in both C# and GDScript. This page will go through the possible interactions between two nodes written in different languages. The following two scripts will be used as references throughout this page. .. tabs:: .. code-tab:: gdscript GDScript extends Node var my_field: String = "foo" func print_node_name(node: Node) -> void: print(node.get_name()) func print_array(arr: Array) -> void: for element in arr: print(element) func print_n_times(msg: String, n: int) -> void: for i in range(n): print(msg) .. code-tab:: csharp using Godot; public partial class MyCSharpNode : Node { public string myField = "bar"; public void PrintNodeName(Node node) { GD.Print(node.Name); } public void PrintArray(string[] arr) { foreach (string element in arr) { GD.Print(element); } } public void PrintNTimes(string msg, int n) { for (int i = 0; i < n; ++i) { GD.Print(msg); } } } Instantiating nodes ------------------- If you're not using nodes from the scene tree, you'll probably want to instantiate nodes directly from the code. Instantiating C# nodes from GDScript ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using C# from GDScript doesn't need much work. Once loaded (see :ref:`doc_gdscript_classes_as_resources`), the script can be instantiated with :ref:`new() `. .. code-block:: gdscript var my_csharp_script = load("res://Path/To/MyCSharpNode.cs") var my_csharp_node = my_csharp_script.new() .. warning:: When creating ``.cs`` scripts, you should always keep in mind that the class Godot will use is the one named like the ``.cs`` file itself. If that class does not exist in the file, you'll see the following error: ``Invalid call. Nonexistent function `new` in base``. For example, MyCoolNode.cs should contain a class named MyCoolNode. The C# class needs to derive a Godot class, for example ``GodotObject``. Otherwise, the same error will occur. You also need to check your ``.cs`` file is referenced in the project's ``.csproj`` file. Otherwise, the same error will occur. Instantiating GDScript nodes from C# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From the C# side, everything work the same way. Once loaded, the GDScript can be instantiated with :ref:`GDScript.New() `. .. code-block:: csharp GDScript MyGDScript = GD.Load("res://path/to/my_gd_script.gd"); GodotObject myGDScriptNode = (GodotObject)MyGDScript.New(); // This is a GodotObject. Here we are using an :ref:`class_Object`, but you can use type conversion like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`. Accessing fields ---------------- Accessing C# fields from GDScript ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Accessing C# fields from GDScript is straightforward, you shouldn't have anything to worry about. .. code-block:: gdscript print(my_csharp_node.myField) # bar my_csharp_node.myField = "BAR" print(my_csharp_node.myField) # BAR Accessing GDScript fields from C# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As C# is statically typed, accessing GDScript from C# is a bit more convoluted, you will have to use :ref:`GodotObject.Get() ` and :ref:`GodotObject.Set() `. The first argument is the name of the field you want to access. .. code-block:: csharp GD.Print(myGDScriptNode.Get("my_field")); // foo myGDScriptNode.Set("my_field", "FOO"); GD.Print(myGDScriptNode.Get("my_field")); // FOO Keep in mind that when setting a field value you should only use types the GDScript side knows about. Essentially, you want to work with built-in types as described in :ref:`doc_gdscript` or classes extending :ref:`class_Object`. Calling methods --------------- Calling C# methods from GDScript ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast the arguments to match function signatures. If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```. .. code-block:: gdscript my_csharp_node.PrintNodeName(self) # myGDScriptNode # my_csharp_node.PrintNodeName() # This line will fail. my_csharp_node.PrintNTimes("Hello there!", 2) # Hello there! Hello there! my_csharp_node.PrintArray(["a", "b", "c"]) # a, b, c my_csharp_node.PrintArray([1, 2, 3]) # 1, 2, 3 Calling GDScript methods from C# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To call GDScript methods from C# you'll need to use :ref:`GodotObject.Call() `. The first argument is the name of the method you want to call. The following arguments will be passed to said method. .. code-block:: csharp myGDScriptNode.Call("print_node_name", this); // my_csharp_node // myGDScriptNode.Call("print_node_name"); // This line will fail silently and won't error out. myGDScriptNode.Call("print_n_times", "Hello there!", 2); // Hello there! Hello there! string[] arr = new string[] { "a", "b", "c" }; myGDScriptNode.Call("print_array", arr); // a, b, c myGDScriptNode.Call("print_array", new int[] { 1, 2, 3 }); // 1, 2, 3 // Note how the type of each array entry does not matter as long as it can be handled by the marshaller. .. warning:: As you can see, if the first argument of the called method is an array, you'll need to cast it as ``object``. Otherwise, each element of your array will be treated as a single argument and the function signature won't match. Inheritance ----------- A GDScript file may not inherit from a C# script. Likewise, a C# script may not inherit from a GDScript file. Due to how complex this would be to implement, this limitation is unlikely to be lifted in the future. See `this GitHub issue `__ for more information.