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Quick Information

This plugin provides an extension to Godot's functionality, emulating the @onready directive from GDScript within C# scripts.
CS_OnReady Plugin for Godot
This plugin provides an extension to Godot's functionality, emulating the @onready
directive from GDScript within C# scripts.
Installation
- Clone this repository or download the ZIP.
- Copy the
cs_onready_plugin
folder into youraddons
directory in your Godot project. - Activate the plugin through the
Project
>Project Settings
>Plugins
menu.
Usage
To use the plugin:
- Ensure the plugin is active.
- In your C# script, add the necessary
OnReadyCs
namespace at the top. - In your C# script, use the
[OnReady("Path/To/Your/Node")]
attribute before any field you wish to initialize using the specified node. - In your script's
_Ready()
method, callthis.InitializeOnReadyFields();
.
Example:
First, add the necessary using
directive:
using Godot;
using OnReadyNameSpace;
Then, in your script:
[OnReady("Path/To/SomeNode")]
private SomeNodeType myNode;
public override void _Ready()
{
this.InitializeOnReadyFields();
// Now, myNode is initialized and ready to use.
}
Contributing
- Fork the repository on GitHub.
- Clone the forked repository to your local machine.
- Commit your changes to your fork.
- Push your work back up to your fork on GitHub.
- Submit a Pull request so that we can review your changes.
NOTE: Be sure to merge the latest from "upstream" before making a pull request!
License
This project is licensed under the MIT License - see the LICENSE.md file for details.
This plugin provides an extension to Godot's functionality, emulating the @onready directive from GDScript within C# scripts.
Reviews
Quick Information

This plugin provides an extension to Godot's functionality, emulating the @onready directive from GDScript within C# scripts.