Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

What is GDExtension?

Introduction

GDExtension is a Redot-specific technology that lets the engine interact with native shared libraries at runtime. You can use it to run native code without compiling it with the engine.

Note

GDExtension is not a scripting language and has no relation to GDScript.

Differences between GDExtension and C++ modules

You can use both GDExtension and C++ modules to run C or C++ code in a Redot project.

They also both allow you to integrate third-party libraries into Redot. The one you should choose depends on your needs.

Warning

GDExtension is currently experimental, which means that we may break compatibility in order to fix major bugs or include critical features.

Advantages of GDExtension

Unlike modules, GDExtension doesn't require compiling the engine's source code, making it easier to distribute your work. It gives you access to most of the API available to GDScript and C#, allowing you to code game logic with full control regarding performance. It's ideal if you need high-performance code you'd like to distribute as an add-on in the asset library.

Also:

  • GDExtension is not limited to C and C++. Thanks to third-party bindings, you can use it with many other languages.

  • You can use the same compiled GDExtension library in the editor and exported project. With C++ modules, you have to recompile all the export templates you plan to use if you require its functionality at runtime.

  • GDExtension only requires you to compile your library, not the whole engine. That's unlike C++ modules, which are statically compiled into the engine. Every time you change a module, you need to recompile the engine. Even with incremental builds, this process is slower than using GDExtension.

Advantages of C++ modules

We recommend C++ modules in cases where GDExtension isn't enough:

  • C++ modules provide deeper integration into the engine. GDExtension's access is not as deep as static modules.

  • You can use C++ modules to provide additional features in a project without carrying native library files around. This extends to exported projects.

Note

If you notice that specific systems are not accessible via GDExtension but are via custom modules, feel free to open an issue on the godot-cpp repository to discuss implementation options for exposing the missing functionality.

Supported languages

The Redot developers officially support the following language bindings for GDExtension:

Note

There are no plans to support additional languages with GDExtension officially. That said, the community offers several bindings for other languages (see below).

The bindings below are developed and maintained by the community:

Note

Not all bindings mentioned here may be production-ready. Make sure to research options thoroughly before starting a project with one of those. Also, double-check whether the binding is compatible with the Redot version you're using.

Version compatibility

Usually, GDExtensions targeting an earlier version of Redot will work in later minor versions, but not vice-versa. For example, a GDExtension targeting Redot 4.2 should work just fine in Redot 4.3, but one targeting Redot 4.3 won't work in Redot 4.2.

For this reason, when creating GDExtensions, you may want to target the lowest version of Redot that has the features you need, not the most recent version of Redot. This can save you from needing to create multiple builds for different versions of Redot.

However, GDExtension is currently experimental, which means that we may break compatibility in order to fix major bugs or include critical features. For example, GDExtensions created for Redot 4.0 aren't compatible with Redot 4.1 (see Updating your GDExtension for 4.1).

GDExtensions are also only compatible with engine builds that use the same level of floating-point precision the extension was compiled for. This means that if you use an engine build with double-precision floats, the extension must also be compiled for double-precision floats and use an extension_api.json file generated by your custom engine build. See Large world coordinates for details.

Generally speaking, if you build a custom version of Redot, you should generate an extension_api.json from it for your GDExtensions, because it may have some differences from official Redot builds.