Calling script.gd function on C#

Godot Version

4.5.1 Mono

Question

i can not seem to do it correctly.

here’s the attempt:

 private Node data_receive;
    public override void _Ready()
    {
        data_receive = GetParent().GetNode("compute_raymarch");
    }
 List<int> interpreted_data = new List<int>(); 

 int[] data_done = interpreted_data.ToArray();

 data_receive.Call("receiver", data_done);
func receiver(data:PackedInt32Array):
	print(data)

Could you tell us what doesn’t work exactly? With this little info I can only make a few guesses:
1: Make sure the node “compute_raymarch” is actually the one that contains the receiver function that you want to call.
2: The C# code you show looks weird, the last 3 lines should be within a function, you cannot simply execute code like that inside a class, but it seems like you’re trying to do that right now.
3: Try to set up a breakpoint where you call the function, and check to make sure that both the node and the data_done isn’t null, and have the correct values you need.