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**godot-rust** is a Rust library that implements native bindings for the [Godot game engine](http://godotengine.org/). This allows you to develop games or other applications in Godot, while benefiting from Rust's strengths, such as its type system, scalability and performance.
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> **Note**: if you are looking for a Rust binding for GDExtension (Godot 4), checkout [`gdextension`](https://github.com/godot-rust/gdextension).
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## Stability
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The bindings cover most of the exposed API of Godot 3.5, and are being used on a number of projects in development, but we still expect non-trivial breaking changes in the API in the coming releases. godot-rust adheres to [Cargo's semantic versioning](https://doc.rust-lang.org/cargo/reference/semver.html).
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Minimum supported Rust version (MSRV) is **1.63**. We use the Rust 2021 Edition.
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## Engine compatibility
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Due to GDNative API not strictly following SemVer and some concepts not mapping 1:1 to Rust (default parameters),
To use the bindings with a different Godot version or a custom build of the engine, see
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Async support is a work-in-progress, with a low-level API available in `gdnative::tasks`, if the `async` feature is enabled on `gdnative`. See [this page](https://godot-rust.github.io/book/recipes/async-tokio.html) in the book for an introduction to use the async feature with Tokio.
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## Example
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A typical use case is to expose your own _Native Class_, a Rust API that can be invoked from the Godot engine. The resulting native script can be attached to the scene tree, just like GDScript (`.gd` files).
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godot_init!(init);
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```
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### Further examples
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> **Important note:**
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To see a list of games and integrations developed on top of godot-rust, have a look at our list of [third-party projects](https://godot-rust.github.io/book/projects.html) in the book.
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