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Using Dart as a scripting language for Godot

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The [`source_gen` ](https://pub.dev/packages/source_gen) package would make generating source code much easier. `godot_dart_build` should at least migrate to it, and also potentially the bindings generator.

Currently, exporting Signals to Godot uses the `GodotSignal` attribute, and is paired with a `Signal` object. It would be better if this was replaced with `SignalCallable` and its variants, and...

Instead of loading Dart from source during game launch, it might be faster to compile our Dart code into a Kernel and load that if it's available. To do this,...

When exporting, we should support compiling to a Dart snapshot (`.dill`), and the code should be adjusted to look for the `.dill`. Additionally, we should ensure that the proper `.gdextension`...

Found this when working with the indexing operator in `Array`. The old code for `Array`'s indexed setter and indexed getter was this: ```dart Variant operator [](int index) { final self...

Currently, `TypedArray` is only a marker interface because it doesn't return elements of type `T` and it doesn't allow you to set elements of type `T`. We should modify TypedArray...

While we can't use actual Dart Arrays without performing full conversions, it would be nice if `Array` and `TypedArray` supported for loops like normal arrays. These will likely need to...

enhancement
good first issue

Godot has two values that we should be able to support on `GodotProperty`: `hint` and `hintString`. We need to add these as parameters to `GodotProperty`, then adjust the builder package...

enhancement
good first issue