Individual skill
csharp-signals
Use when implementing signals in C# — [Signal] delegates, EmitSignal patterns, async signal awaiting, and event-driven architecture. Triggers on declaring, emitting, connecting, or awaiting a signal from a C# script, and on a signal crossing between C# and GDScript in either direction.
skills/csharp-signals/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- engineering Derived category
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SKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesSKILL.mdcore · 10,907 bytesreferences/awaiting-signals.mddoc · 2,847 bytesreferences/connecting-gdscript-signals.mddoc · 1,770 bytesreferences/custom-signal-patterns.mddoc · 4,993 bytesreferences/disconnecting.mddoc · 3,221 bytes
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# Signals in C# (Godot 4.x)
This skill is **C# only**. For general C# conventions and project setup, see the **csharp-godot** skill. Godot signals in C# require a different mental model from GDScript: delegates declared with `[Signal]`, strongly-typed `+=`/`-=` connections, and mandatory disconnection in `_ExitTree()`. All examples target Godot 4.x with no deprecated APIs.
> **Related skills:** **csharp-godot** for C# conventions and project setup, **event-bus** for global signal hub architecture, **component-system** for signal-based component communication.
---
## 1. Signal Declaration
Signals are declared as `public delegate void` with the `[Signal]` attribute inside a `partial class` that extends a Godot type. The delegate name **must** end with `EventHandler` — Godot strips that suffix to produce the signal name exposed to the engine.
```csharp
using Godot;