Is there an update on exporting c# projects to Web

Godot Version

v4.6-dev4-mono_linux

Question

Since this post in May 2025 Live from GodotCon Boston: Web .NET prototype – Godot Engine

Is there any update ? I really would like to use a C# library in my web project.

2 Likes

They are working on it now in 4.6 AFAIK. Just keep tracking the progress of 4.6.

3 Likes

Got my fingers crossed it’ll be soon. My guess is they’re waiting for .net 10 which comes out next month.

I don’t think this is a 4.6 thing. Currently the focus I believe is on csharp gdextension and after that the web export so I wouldn’t expect anything until 4.7 or more likely 4.8?

2 Likes

I was basing my information on what Emi said in the weekly live streams about the progress. There hasn’t been one in a few weeks though. Perhaps you have more updated information that they pulled this out of 4.6? I guess since they’re in feature freeze, you may be correct.

From what I remember (unless there was some other vid I missed) he talked about the C# gdextension build which might (or might not) be available to test on a side (not as part of 4.6).

Web isn’t coming in 4.6 fo sure at this point. There’s also some discussion in the PR that maybe the web export could work differently now with the libgodot implemented (part of 4.6).

I have no idea, last time I heard from c# dev they mentioned the web is not on a side until the c# rework is done, but if there’s something else then no problem with it :slight_smile:

Any update from this or from Adam Scott?

Any news? Its coming up on 9 months since Adam Scott said he had a working prototype of C# exporting to the Web. I can’t find any information about when this will be a feature. It is really holding back my project as I need to use some C# libraries but I also need to export to the web.

1 Like

What are those libraries doing for you? Perhaps there are some Godot Plugins you could use instead?

One important library is a kick.com API library called kicklib for connecting to chat reading/writting messages and stream states; etc. @dragonforge-dev

Ah well, then the other option would be to use GDExtension and C++ library instead of using C#.

1 Like

Can someone point me to a place where I can contact Adam Scott directly or someone involved in this? It would be nice to get some concrete information on whats going because right now I’m in limbo and the whole…. getting fixed in the future but with no timeline or update on it makes it really hard to know if my project can ever get finished.

I’ll be honest, while I can’t speak for them specifically, a lot of folks who donate their time and effort into an open source project REALLY do not like being nagged about progress regarding these things.
If they had a more specific timeline, they probably would’ve shared it with everyone, rather than individual people.

I’m sorry to say but that’s your fault. The documentation specifically told you that if you need C# support with web exporting, use Godot 3 instead of 4 for now.

1 Like

@tibaverus

Thank you for your unhelpful and antagonistic input.

I’d like to point out a few things though; This feature was highlighted at the Godot conference in May of 2025 but hasn’t had an update since (that I can find) and I’m asking for a update on the Godot forum from someone who might now. If this isn’t the appropriate place maybe you could point me to a more appropriate one where I can ask this question?

I appreciate the Godot engine and its development team and the time they donate. I would also like to point out that Adam Scott who posted the last update in May 2025 is getting paid to work on the Godot engine full time and while I know this doesn’t entitle me or anyone except perhaps his boss to demand anything from him I’m just asking nicely for an update.

I’m also sorry you feel so ‘nagged’ on his behalf after reading this post that you saw fit to tell me that while you don’t have any helpful information you feel I should not ask for information about it on the forum and I should just be happy using Godot 3.

Did you just want to start a forum fight because I fail to see any other intent behind your post?

From the very blog post you have linked in your original post:

Raul has published his pull request as a draft so far. It means that there’s a lot of work and testing to do.

We’re working as fast as we can to enable you to export C#/.NET to the Web, but we cannot commit to a specific timeline yet. If everything works great, it should be available in the next Godot release.

In that same post, this has been linked: [.NET] Add web export support by raulsntos · Pull Request #106125 · godotengine/godot · GitHub

You can see updates as recent as a few days or even weeks ago.

Based on this post, it seemed like you were not willing to look into things yourself, and just wanted to blame the “slow” development progress on the maintainers, painting it as the primary issue of why your game cannot progress / release.

@tibaverus I am asking for an update on the Godot forum about a Godot feature. A feature that as you just pointed out was mentioned to be available in the ‘next’ Godot release in May 2025 which was around when Godot 4.4 was out, and now we are in Gotdot 4.6.

Why you think it is necessary for you to post your unhelpful and rude replies to this honest question asking for a update I do not know. I would ask you politely that if in future you don’t have anything helpful or nice to say and just want to be rude, and unhelpful taking offence on other peoples behalf maybe reconsider your posting behaviour.

While I agree that I was a bit more forward and rude than I should’ve been in my first reply when I said “Its your fault”, and I apologize for that, I do not believe my second reply is rude or unhelpful in any way.

I’ve provided a link to the relevant discussion where people are actively trying to work on the very feature you need, and there are even discussions about what the current roadblocks are. There are even some talk about how some of the PRs can already be used to export your project to the web, with some caveats, but all of these are untested.

@tibaverus thank you, the releases link is useful.

Edit: although sadly I am using Linux so I’m not sure I’ll be able to use it and I am likely not going to rebuild the project myself for linux as that is a more advanced can of worms that I am currently unable to do without a step by step guide and full appreciation of the complexities involved.

I ran into a similar issue before, for me running a simple VM helped, even an unactivated windows is enough to just quickly export the files using Godot then bring them back to the host machine. Until the feature is fully complete, this might be your best option.