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Automatically generate C# bindings for GDExtensions

## Describe the project you are working on 3D multiplayer [game](https://store.steampowered.com/app/2572620/Aetherift/) targeting Steam using C#. Mid-port from Unity. Uses Steam [Matchmaking/Networking](https://partner.steamgames.com/doc/features/multiplayer/matchmaking) to allow easy joining/inviting between friends, and [Steam Datagram Relay (SDR)](https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay) to achieve connections between players without port forwarding etc. ## Describe the problem or limitation you are having in your project Many important features and 3rd party integrations are implemented as [GDExtensions](https://docs.godotengine.org/en/4.1/tutorials/scripting/gdextension/what_is_gdextension.html) in Godot. In our project: [GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam) and [SteamMultiplayerPeer](https://github.com/expressobits/steam-multiplayer-peer). However, with a csharp focused godot project these extensions are **inaccessible**. We've written a GDScript "bridge" for for GodotSharp that exposes and proxies calls from CSharp, but it's time consuming and error prone. Not having access to community extensions is a big limitation of Godot currently (for csharp developers/ex-unity). ## Describe the feature / enhancement and how it helps to overcome the problem or limitation With the continued focus on supporting csharp as a "first class" option in Godot, it follows that being able to access GDExtensions would be o

Posted by tbillington on Oct 19, 2023, 8:19 AM

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Automatically generate C# bindings for GDExtensions

tbillingtonOct 19, 2023, 8:19 AM

## Describe the project you are working on 3D multiplayer [game](https://store.steampowered.com/app/2572620/Aetherift/) targeting Steam using C#. Mid-port from Unity. Uses Steam [Matchmaking/Networking](https://partner.steamgames.com/doc/features/multiplayer/matchmaking) to allow easy joining/inviting between friends, and [Steam Datagram Relay (SDR)](https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay) to achieve connections between players without port forwarding etc. ## Describe the problem or limitation you are having in your project Many important features and 3rd party integrations are implemented as [GDExtensions](https://docs.godotengine.org/en/4.1/tutorials/scripting/gdextension/what_is_gdextension.html) in Godot. In our project: [GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam) and [SteamMultiplayerPeer](https://github.com/expressobits/steam-multiplayer-peer). However, with a csharp focused godot project these extensions are **inaccessible**. We've written a GDScript "bridge" for for GodotSharp that exposes and proxies calls from CSharp, but it's time consuming and error prone. Not having access to community extensions is a big limitation of Godot currently (for csharp developers/ex-unity). ## Describe the feature / enhancement and how it helps to overcome the problem or limitation With the continued focus on supporting csharp as a "first class" option in Godot, it follows that being able to access GDExtensions would be o

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