| name | gdextension |
| description | Use when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C# interop |
GDExtension
Run 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.
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.
1. When to reach for GDExtension
Reach for GDScript or C# for almost all game logic. Choose GDExtension only when you genuinely need it:
- Native speed in a hot loop that GDScript/C# can't keep up with (profile first — see godot-optimization).
- Wrapping a C/C++ library you must call directly.
- Building a language binding.
Contrast 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.
⚠️ 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.
2. Project & build setup
mkdir gdextension_example && cd gdextension_example
git init
git submodule add -b 4.3 https://github.com/godotengine/godot-cpp
cd godot-cpp && git submodule update --init && cd ..
Directory layout:
gdextension_example/
├── project/ # demo project to test the extension
│ └── bin/example.gdextension
├── godot-cpp/ # C++ bindings (submodule)
└── src/
├── register_types.{h,cpp}
└── gdexample.{h,cpp}
Build 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.
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). 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).
3. Binding a class (C++)
Header (gdexample.h):
#pragma once
#include <godot_cpp/classes/sprite2d.hpp>
namespace godot {
class GDExample : public Sprite2D {
GDCLASS(GDExample, Sprite2D)
private:
double time_passed = 0.0;
double amplitude = 10.0;
double speed = 1.0;
protected:
static void _bind_methods();
public:
void _process(double delta) override;
void set_amplitude(double p_amplitude);
double get_amplitude() const;
void set_speed(double p_speed);
double get_speed() const;
};
}
Bindings (gdexample.cpp — _bind_methods):
void GDExample::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_amplitude"), &GDExample::get_amplitude);
ClassDB::bind_method(D_METHOD("set_amplitude", "p_amplitude"), &GDExample::set_amplitude);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "amplitude"), "set_amplitude", "get_amplitude");
ClassDB::bind_method(D_METHOD("get_speed"), &GDExample::get_speed);
ClassDB::bind_method(D_METHOD("set_speed", "p_speed"), &GDExample::set_speed);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed", PROPERTY_HINT_RANGE, "0,20,0.01"),
"set_speed", "get_speed");
ADD_SIGNAL(MethodInfo("position_changed",
PropertyInfo(Variant::OBJECT, "node"),
PropertyInfo(Variant::VECTOR2, "new_pos")));
}
The patterns:
GDCLASS(Class, Parent) — first line of every native class body; wires up the type into Godot's ClassDB.
ClassDB::bind_method(D_METHOD("name", "arg"), &Class::method) — exposes a method (and names its arguments) so GDScript/C#/the editor can call it.
ADD_PROPERTY(PropertyInfo(...), setter, getter) — registers an Inspector property; bind the getter and setter first, then reference them here by name.
PROPERTY_HINT_RANGE with "0,20,0.01" turns the Inspector field into a slider (min, max, step).
ADD_SIGNAL(MethodInfo("name", PropertyInfo(...), ...)) — declares a signal with typed arguments; emit it from code with emit_signal("position_changed", this, new_pos).
⚠️ 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.
4. Entry point & the .gdextension file
Entry point (register_types.cpp):
void initialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
GDREGISTER_CLASS(GDExample);
}
void uninitialize_example_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) return;
}
extern "C" {
GDExtensionBool GDE_EXPORT example_library_init(
GDExtensionInterfaceGetProcAddress p_get_proc_address,
const GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_example_module);
init_obj.register_terminator(uninitialize_example_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
The .gdextension file (project/bin/example.gdextension):
[configuration]
entry_symbol = "example_library_init"
compatibility_minimum = "4.3"
reloadable = true
[libraries]
macos.debug = "res://bin/libgdexample.macos.template_debug.dylib"
macos.release = "res://bin/libgdexample.macos.template_release.dylib"
windows.debug.x86_64 = "res://bin/gdexample.windows.template_debug.x86_64.dll"
windows.release.x86_64 = "res://bin/gdexample.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
The 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).
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). Binding libraries built against 4.7 headers use them automatically; they only concern code that calls the interface directly.
5. Compatibility rules
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+.
- The godot-cpp branch must match the engine version you build against.
reloadable = true hot reload works in debug builds only.
- Set
compatibility_minimum to the lowest engine version you actually support — too low and the extension fails to load at runtime.
- Exported games need the matching
template_release binaries present, or the native node type simply won't exist at runtime.
⚠️ 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.
6. Using it from GDScript and C#
After 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.
GDScript
extends Node
func _ready():
var node := GDExample.new()
node.speed = 2.0
node.position_changed.connect(_on_position_changed)
add_child(node)
func _on_position_changed(node, new_pos):
print("%s is now at %s" % [node.get_class(), new_pos])
C# Equivalent
using Godot;
public partial class Demo : Node
{
public override void _Ready()
{
var node = new GDExample();
node.Set("speed", 2.0);
node.Connect("position_changed", Callable.From<Node, Vector2>(OnPositionChanged));
AddChild(node);
}
private void OnPositionChanged(Node node, Vector2 newPos)
=> GD.Print($"{node.GetClass()} is now at {newPos}");
}
To 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.
Other languages & debugging: Rust (gdext) · Debugging native code
Implementation Checklist