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Enhancing overall C# Documentation
Your Godot version: 3.5.stable
Issue description: Dear fellow contributors, I'm new to Godot and Game Making and have recently decided to make an open-world game using Godot. I did my research and have considered using C# for the reason of Performance and Libraries. After completing some tutorials and reading (a lot) of Godot's documentation, it seemed to me that C# is in a third-world position in terms of Documentation. For instance, most of "Your first 3D Game" scripting https://docs.godotengine.org/en/stable/getting_started/first_3d_game/ ranging from methods to signals to variables are suggested in GDScript and the only reference you can get is the code in the C# tab which can, for beginners, be an additional burden. On top of that, almost all of Godot API's documentation https://docs.godotengine.org/en/stable/classes/ is based on GDscript only, which makes your task in C# even harder.
I have considered switching to GDScript many times but doing so would mean I would have to rewrite a lot of my existing C# code and connections into GDscript just because one method or signal or object didn't work.
URL to the documentation page (if already existing):
We welcome contributions that add C# code samples for code blocks that currently only have GDScript. Feel free to open pull requests adding those, but other than that, I don't see much else that is actionable in the issue you reported.
As for displaying the class reference with PascalCase syntax, there is https://github.com/godotengine/godot-docs/pull/4406 but it's too hacky to be mergeable right now.
With the issue author no longer able to reply to this issue and the amount of improvements C# documentation got over the past half year, closed. (We also have several other issues with specific problems still open)
The main focus of tutorials will be GDScript, if anyone has an idea how to solve this problems and make c# more accessible through the documentation, fell free to open a PR for it.