{"slug":"jame581-gdextension","name":"gdextension","description":"Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop","long_description":"---\nname: gdextension\ndescription: Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop\n---\n\n# GDExtension\n\nRun native C++ (or Rust) in Godot as a shared library **without recompiling the engine**. Use it for performance-critical code, wrapping existing C/C++ libraries, or language bindings.\n\n> **Related skills:** **csharp-godot** for when C# is enough, **gdscript-advanced** for GDScript performance idioms first, **godot-optimization** for profiling before going native, **addon-development** for distributing the result, **export-pipeline** for shipping the binaries.\n\n---\n\n## 1. When to reach for GDExtension\n\nReach for GDScript or C# for almost all game logic. Choose GDExtension only when you genuinely need it:\n\n- **Native speed** in a hot loop that GDScript/C# can't keep up with (profile first — see **godot-optimization**).\n- **Wrapping a C/C++ library** you must call directly.\n- **Building a language binding**.\n\nContrast with **C++ modules**, which are compiled *into* the engine and therefore require shipping a custom engine binary. GDExtension's key advantage is that it runs against a **stock** Godot — you distribute just a shared library. It is \"more complicated to use than GDScript and C#,\" so don't reach for it by default.\n\n> ⚠️ **Changed in Godot 4.7:** Custom text servers are no longer a GDExtension use case — TextServer GDExtension build support was removed, so a custom `TextServer` must be compiled into the engine as a C++ module. See [GH-117056](https://github.com/godotengine/godot/pull/117056).\n\n---\n\n## 2. Project & build setup\n\n```bash\nmkdir gdextension_example && cd gdextension_example\ngit init\n# IMPORTANT: use the godot-cpp branch matching your target engine version (e.g. 4.3),\n# not the literal \"4.x\".\ngit submodule add -b 4.3 https://github.com/godotengine/godot-cpp\ncd godot-cpp && git submodule update --init && cd ..\n```\n\nDirectory layout:\n\n```\ngdextension_example/\n├── project/                # demo project to test the extension\n│   └── bin/example.gdextension\n├── godot-cpp/              # C++ bindings (submodule)\n└── src/\n    ├── register_types.{h,cpp}\n    └── gdexample.{h,cpp}\n```\n\nBuild with `scons platform=<platform>` (omit the platform to target the current one; default build is **debug**). The official `SConstruct` is a downloadable file from the C++ tutorial rather than hand-rolled here — follow godot-cpp's build docs. SCons is the official path; godot-cpp also supports CMake.\n\n> **Godot 4.7+:** Upstream's reference GDExtension interface files (e.g. `gdextension_interface.h`) now live in the godot-headers repository instead of godot-cpp ([GH-115401](https://github.com/godotengine/godot/pull/115401)). godot-cpp consumes them from there, so the submodule workflow above is unchanged — this only matters if you vendor the raw interface headers directly (e.g. for a custom language binding).\n\n---\n\n## 3. Binding a class (C++)\n\nHeader (`gdexample.h`):\n\n```cpp\n#pragma once\n#include <godot_cpp/classes/sprite2d.hpp>\n\nnamespace godot {\nclass GDExample : public Sprite2D {\n    GDCLASS(GDExample, Sprite2D)\nprivate:\n    double time_passed = 0.0;\n    double amplitude = 10.0;\n    double speed = 1.0;\nprotected:\n    static void _bind_methods();\npublic:\n    void _process(double delta) override;\n    void set_amplitude(double p_amplitude);\n    double get_amplitude() const;\n    void set_speed(double p_speed);\n    double get_speed() const;\n};\n}\n```\n\nBindings (`gdexample.cpp` — `_bind_methods`):\n\n```cpp\nvoid GDExample::_bind_methods() {\n    ClassDB::bind_method(D_METHOD(\"get_amplitude\"), &GDExample::get_amplitude);\n    ClassDB::bind_method(D_METHOD(\"set_amplitude\", \"p_amplitude\"), &GDExample::set_amplitude);\n    ADD_PROPERTY(PropertyInfo(Variant::FLOAT, \"amplitude\"), \"set_amplitude\", \"get_amplitude\");\n\n    ClassDB::bind_method(D_METHOD(\"get_speed\"), &GDExample::get_speed);\n    ClassDB::bind_method(D_METHOD(\"set_speed\", \"p_speed\"), &GDExample::set_speed);\n    ADD_PROPERTY(PropertyInfo(Variant::FLOAT, \"speed\", PROPERTY_HINT_RANGE, \"0,20,0.01\"),\n                 \"set_speed\", \"get_speed\");\n\n    ADD_SIGNAL(MethodInfo(\"position_changed\",\n               PropertyInfo(Variant::OBJECT, \"node\"),\n               PropertyInfo(Variant::VECTOR2, \"new_pos\")));\n}\n```\n\nThe patterns:\n\n- **`GDCLASS(Class, Parent)`** — first line of every native class body; wires up the type into Godot's `ClassDB`.\n- **`ClassDB::bind_method(D_METHOD(\"name\", \"arg\"), &Class::method)`** — exposes a method (and names its arguments) so GDScript/C#/the editor can call it.\n- **`ADD_PROPERTY(PropertyInfo(...), setter, getter)`** — registers an Inspector property; bind the getter and setter *first*, then reference them here by name.\n- **`PROPERTY_HINT_RANGE`** with `\"0,20,0.01\"` turns the Inspector field into a slider (min, max, step).\n- **`ADD_SIGNAL(MethodInfo(\"name\", PropertyInfo(...), ...))`** — declares a signal with typed arguments; emit it from code with `emit_signal(\"position_changed\", this, new_pos)`.\n\n> ⚠️ **Changed in Godot 4.7:** The GDExtension interface functions `object_cast_to` and `classdb_get_class_tag` are deprecated in favor of `is_class`-based casts. Binding libraries (godot-cpp, gdext) handle this internally — but native code that calls these interface functions directly should migrate its cast paths. See [GH-119254](https://github.com/godotengine/godot/pull/119254).\n\n---\n\n## 4. Entry point & the .gdextension file\n\nEntry point (`register_types.cpp`):\n\n```cpp\nvoid initialize_example_module(ModuleInitializationLevel p_level) {\n    if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;\n    GDREGISTER_CLASS(GDExample);\n}\nvoid uninitialize_example_module(ModuleInitializationLevel p_level) {\n    if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;\n}\nextern \"C\" {\nGDExtensionBool GDE_EXPORT example_library_init(\n    GDExtensionInterfaceGetProcAddress p_get_proc_address,\n    const GDExtensionClassLibraryPtr p_library,\n    GDExtensionInitialization *r_initialization) {\n    godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);\n    init_obj.register_initializer(initialize_example_module);\n    init_obj.register_terminator(uninitialize_example_module);\n    init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);\n    return init_obj.init();\n}\n}\n```\n\nThe `.gdextension` file (`project/bin/example.gdextension`):\n\n```ini\n[configuration]\nentry_symbol = \"example_library_init\"\ncompatibility_minimum = \"4.3\"\nreloadable = true\n\n[libraries]\nmacos.debug = \"res://bin/libgdexample.macos.template_debug.dylib\"\nmacos.release = \"res://bin/libgdexample.macos.template_release.dylib\"\nwindows.debug.x86_64 = \"res://bin/gdexample.windows.template_debug.x86_64.dll\"\nwindows.release.x86_64 = \"res://bin/gdexample.windows.template_release.x86_64.dll\"\nlinux.debug.x86_64 = \"res://bin/libgdexample.linux.template_debug.x86_64.so\"\nlinux.release.x86_64 = \"res://bin/libgdexample.linux.template_release.x86_64.so\"\n```\n\nThe exported `extern \"C\"` symbol name **must equal** `entry_symbol`, or the extension won't load. Register classes with `GDREGISTER_CLASS`, gated on `MODULE_INITIALIZATION_LEVEL_SCENE`. The `[libraries]` keys are `platform.feature.arch` tags; `template_debug` / `template_release` distinguish build configs. Optional sections: `[icons]` (per-node editor icon) and `[dependencies]` (extra libs copied on export).\n\n> **Godot 4.7+:** The raw GDExtension interface adds refcount-aware construction and registration entry points — `classdb_construct_object3` and `classdb_register_extension_class6` ([GH-118214](https://github.com/godotengine/godot/pull/118214)). Binding libraries built against 4.7 headers use them automatically; they only concern code that calls the interface directly.\n\n---\n\n## 5. Compatibility rules\n\n**Forward-but-not-backward.** An extension targeting 4.2 works in 4.3, but one targeting 4.3 will **not** load in 4.2. **Exception:** extensions targeting 4.0 do not work in 4.1+.\n\n- The **godot-cpp branch must match** the engine version you build against.\n- `reloadable = true` hot reload works in **debug builds only**.\n- Set `compatibility_minimum` to the lowest engine version you actually support — too low and the extension fails to load at runtime.\n- Exported games need the matching `template_release` binaries present, or the native node type simply won't exist at runtime.\n\n> ⚠️ **Changed in Godot 4.7:** `Object.is_class()` changed its `class` parameter type from `String` to `StringName` for performance. GDScript is unaffected and C# gained a compatibility method, but GDExtension binaries compiled against the old signature rely on the engine's compatibility mapping — rebuild against bindings matching your target version when updating to 4.7. See the [4.7 migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.7.html).\n\n---\n\n## 6. Using it from GDScript and C#\n\nAfter building and placing the `.gdextension` file, the native class appears as a normal node type: bound properties show up in the Inspector (range hints become sliders) and signals appear in the Node dock.\n\n### GDScript\n\n```gdscript\nextends Node\n\nfunc _ready():\n    var node := GDExample.new()\n    node.speed = 2.0\n    node.position_changed.connect(_on_position_changed)\n    add_child(node)\n\nfunc _on_position_changed(node, new_pos):\n    print(\"%s is now at %s\" % [node.get_class(), new_pos])\n```\n\n### C# Equivalent\n\n```csharp\nusing Godot;\n\npublic partial class Demo : Node\n{\n    public override void _Ready()\n    {\n        var node = new GDExample(); // The native class is available like any Godot type.\n        node.Set(\"speed\", 2.0);\n        node.Connect(\"position_changed\", Callable.From<Node, Vector2>(OnPositionChanged));\n        AddChild(node);\n    }\n\n    private void OnPositionChanged(Node node, Vector2 newPos)\n        => GD.Print($\"{node.GetClass()} is now at {newPos}\");\n}\n```\n\nTo get a strongly-typed C# wrapper you can ship a C# glue class, but the extension is fully usable via the dynamic `Set` / `Connect` / `Call` API shown above.\n\n> **Other languages & debugging:** [Rust (gdext)](references/rust-gdext.md) · [Debugging native code](references/debugging-native.md)\n\n---\n\n## Implementation Checklist\n\n- [ ] Confirmed native is actually needed (profiled; GDScript/C# insufficient — see **godot-optimization**)\n- [ ] godot-cpp submodule on the branch matching the target engine version\n- [ ] `_bind_methods` binds every exposed method/property/signal\n- [ ] `entry_symbol` in `.gdextension` matches the exported `extern \"C\"` symbol\n- [ ] `compatibility_minimum` set to the lowest engine version you support\n- [ ] `[libraries]` has correct paths for every shipped platform/arch (debug + release)\n- [ ] Release export includes the `template_release` binaries\n","tagline":"Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop","category":"design-creative","commerce":{"type":"unknown","billing":"unknown","amount":null,"currency":null,"sourceUrl":null,"checkedAt":null,"runtime":"unknown","purchaseUrl":null,"checkout":"external","purchaseRequiresUserConsent":true},"tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"recursive skill source sync","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-gdextension#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. 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This is not proof of compatibility, runtime success or safety; review the source and permissions first."},"command":"npx skills add jame581/GodotPrompter --skill gdextension","ready":true,"targets":[{"id":"openagentskill-cli","label":"CLI","kind":"command","value":"npx --yes https://github.com/Leon-Drq/openagentskill/releases/download/cli-v0.3.0/openagentskill-0.3.0.tgz add jame581-gdextension"},{"id":"codex","label":"Codex","kind":"agent-prompt","value":"Install the \"gdextension\" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/gdextension. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-gdextension\",\"task\":\"Install gdextension\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes. Recorded instruction path: skills/gdextension/SKILL.md. Recorded revision: 3e8d0f005f9604e1dbdad3de693e39555384c5af. Confirm the source matches these instructions. Before installing, identify the supported agent, runtime dependencies, API keys, paid services, license and permissions; mark anything not documented as unknown rather than free or compatible. 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Skill purpose: Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-gdextension\",\"task\":\"Install gdextension\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes. Recorded instruction path: skills/gdextension/SKILL.md. Recorded revision: 3e8d0f005f9604e1dbdad3de693e39555384c5af. Confirm the source matches these instructions. Before installing, identify the supported agent, runtime dependencies, API keys, paid services, license and permissions; mark anything not documented as unknown rather than free or compatible. 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Skill purpose: Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-gdextension\",\"task\":\"Install gdextension\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes. Recorded instruction path: skills/gdextension/SKILL.md. Recorded revision: 3e8d0f005f9604e1dbdad3de693e39555384c5af. Confirm the source matches these instructions. Before installing, identify the supported agent, runtime dependencies, API keys, paid services, license and permissions; mark anything not documented as unknown rather than free or compatible. 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