Godot Rust 18 Feb 2020

Intro

This is a short guide to get going with Rust and Godot 3.2. This is written with Linux in mind but most of the knowledge should be transferable to MacOS and Windows.

Prerequisites:

  • Godot 3.2
  • Rust (at the time of writing version 1.41 was used)

Step 1: setting up a new Rust project

Create a new rust project: cargo new --lib mygame.

It is worth keeping the Rust code and the Godot project separate from each other, as I experienced Godot trying to import various files from the Rust project every now and then, leaving a rather long wait staring at a progress bar.

Open Cargo.toml and add the [lib] section:

[lib]
crate-type = ["cdylib"]

and update the [dependencies] section to include gdnative:

[dependencies]
gdnative = "0.9.0"

Step 2: hello world (in Rust)

Open src/lib.rs and add the following code:

examples/hello_world/src/lib.rs
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use gdnative::prelude::*;

#[derive(NativeClass)]
#[inherit(Node)]
struct HelloWorld;

#[gdnative::methods]
impl HelloWorld {
    fn new(_owner: &Node) -> Self {
        HelloWorld
    }

    #[export]
    fn _ready(&self, _owner: &Node) {
        godot_print!("hello, world.")
    }
}

fn init(handle: InitHandle) {
    handle.add_class::<HelloWorld>();
}

godot_init!(init);

Run cargo build and you should have a lib<projectname>.so file in target/debug/ (where <projectname> is the name of your project) This file should be copied / moved into your Godot project once that’s crated.

In case this is done on a Mac the file extension would be .dylib and not .so, and on Windows it’s .dll.

Step 3: create a new Godot project

Create a new Godot project and copy the lib<projectname>.so file into your new Godot project.

Add a GDNativeLibrary by pressing the “new” button in the inspector:

Inspector

Select GDNativeLibrary:

New gdnative lib

Select the directory icon to load your dynamic library (your .so file on Linux).

If you are on MacOS or Windows select the corresponding platform. Same goes for 32 vs 64-bit

add lib

Once the library is selected, save the GDNativeLibrary, as it is not saved when you save the scene, and make sure the file extension is .gdnlib (it will default to .tres).

save gdnative lib

Step 4: using your library

This is the final step. Once you have created (and saved!) your GDNativeLibrary you can finally add a node and attach your HelloWorld struct to it.

Create a new node of type Node.

If you copied the code from step 4 into lib.rs you may have noticed the use of Node as the owner type, as well as in #[inherit(gdnative::Node)].

#[derive(gdnative::NativeClass)]
#[inherit(gdnative::Node)]
struct HelloWorld;

If you want to use another node type, e.g Spatial or Sprite, replace Node with the new node type.

Attach a new script to the node. In the “Language” section change from “GDScript” to “NativeScript”, and enter “HelloWorld” in the class name (this should be the name of your struct).

new script

Click “Create”.

Finally you need to load the gdnlib file from step 5. Select the “Library” drop-down (currently reading [empty]), select “Load” and finally select your gdnlib file.

load lib

If you run the project with F6 (or press “Play Scene”) you should see “hello, world.” in the Godot output console.

Final notes

It will help with figuring out how most things work by combining the gdnative documentation (run cargo doc --open from your rust project) with the Godot documentation: https://docs.godotengine.org/en/stable/index.html, e.g seeing the call signature in Rust docs, and the default values in the Godot documentation.

If you want to see stack traces in the event of a panic and you are building for release, add the following to your Cargo.toml file:

[profile.release]
debug = True