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API differences

Class and member registration

Contrary to what you might be used to from GDScript or C#, this binding requires you to explicitly define which classes and which members of those classes should be exposed to Godot.
This requires a bit more code but enables to properly define visibility across languages and restrict access to values which you might not want to expose.
See the individual sections in the user-guide in this documentation to see how to register your classes and members so you can use them from godot and other scripting languages.

Instance types and singletons

Creating a new instance of a Godot type can be done like any Kotlin types.

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val spatial = Spatial()
val vec = Vector3()

Godot singletons are mapped as Kotlin objects.

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Physics2DServer.areaGetTransform(area)

Core types

Godot's built-in types are passed by value (except for Dictionary and VariantArray - more on this later), so the following snippet won't work as expected.

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val spatial = Spatial()
spatial.rotation.y += 10f

You are actually mutating a copy of the rotation property, not a reference to it. To get the desired behaviour you have to re-assign the copy back.

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val rotation = spatial.rotation
rotation.y += 10f
spatial.rotation = rotation

This approach introduces a lot of boilerplate, so this binding provides a concise way of achieving the same behaviour.

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spatial.rotation {
  y += 10f
}

The snippet above is functionally equivalent to the previous one.

Collection types

While VariantArray and Dictionary are passed by reference, the value returned by the retrieval methods (VariantArray.get(...) and Dictionary.get(...)) are not.

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array[index].y += 10f
dictionary["foo"].y += 5f

To get the desired behaviour, you can re-assign the copy back or in a similar fashion as before, this binding provides a better alternative.

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array.get(index) {
  y += 10f
}

dictionary.get("foo") {
  y += 5f
}

Enums and constants

Godot enums are mapped to Kotlin enums, the generated enum exposes a value property that represents the value in Godot. Constants in Godot classes that represent an enum value (such as Node.PAUSE_MODE_INHERIT) are not present in this module, please use the generated enum instead (Node.PauseMode.INHERIT).

Signals and exposed methods

In GDScript, signals can have any number of arguments, this is not possible in Kotlin as it is a statically typed language. At the moment, you can create signals and expose them to Godot with at most 10 parameters.

Additionally, signals are mapped to properties of type Signal and must start with a prefix signal (check Signals section for more details). The prefix is dropped during registration and converted to snake_case, so the signal signalReverseChanged is known in Godot as reverse_changed. This is done to avoid naming conflicts with other members of a class. There is no signal type in GDScript, signals are only referenced by name so they can have the same name as methods and/or properties in the same class.

If you need more than 10 parameters, you can either use the not typesafe function connect(signalAsString, targetObject, targetMethodAsString) and the corresponding emit function or you can write your own typesafe extension functions like we did, to further increase the supported arg count. Keep in mind that you pass in the converted function and signal names (snake_case) to the above mentioned functions.

Renamed symbols

To avoid confusion and conflict with Kotlin types, the following Godot symbol is renamed.

  • Array -> VariantArray (to avoid confusion with a built-in type in Kotlin)

Global functions

In GDScript, some functions are always available like mathematical functions or RNG functions. The complete list is here: https://docs.godotengine.org/en/stable/classes/class_%40gdscript.html.

In Kotlin, they are available inside the GD singleton. Don't forget that some functions couldn't be reproduced in Kotlin. load() is available but preload() is not.

Additiional functions

For comfort, some Objects got some additionnal functions to enjoy some Kotlin sugar syntax. You can find them all in this folder: https://github.com/utopia-rise/godot-kotlin-jvm/tree/master/kt/godot-library/src/main/kotlin/godot/extensions

Logging

If you want logs to appear both in CLI and in the Godot Editor you will have to use the print functions inside the GD singleton like:

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GD.print("Hello There!")

Kotlin's print functions on the other hand will only print to CLI! They will print to Godot editor's output panel.