Welcome to the gdnative book! This is a user guide for the Rust bindings to Godot 3.

Note that gdnative is not as actively maintained anymore as its successor, gdext. If you are interested in Godot 4, check out the gdext book.

If you're new to Rust, before getting started, it is highly recommended that you familiarize yourself with concepts outlined in the officially maintained Rust Book before you getting started with godot-rust.

If you're new to godot-rust, try the Getting Started tutorial first!

For more information about architecture with godot-rust, the GDNative Overview gives a broad overview of how the library can be used with different use-cases, as well as in-depth information for the underlying API.

If you have specific code questions that are not covered in the Getting Started guide, please check out the Frequently Asked Questions or Recipes for some additional resources related to configuring godot-rust.

In case you are coming from earlier versions of godot-rust and would like to update, you can have a look at the Advanced Guides chapter for migration guides.

About godot-rust

This project specifically supports the Rust Programming Language bindings to both [GDNative] and [GDExtension] APIs, for the Godot engine versions 3 and 4, respectively.

Outside of personal preference, Rust may be a good choice for your game for the following reasons:

  • Native levels of performance.
  • Memory safety validated at compile time.*
  • Fearless Concurrency.*
  • The cargo build system and dependency management.
  • The ability to leverage Rust's crate ecosystem from

*: Compile time memory and thread safety guarantees only apply to the Rust code. As the user is allowed to call into the Godot engine (C++ code, via GDNative Foreign Function Interface) or into user-defined scripts (GDScript), some of the validity checks are outside godot-rust's control. However, godot-rust guides the user by making clear which operations are potentially unsafe.


To avoid confusion, here is an explanation of names and technologies used within the book.

  • GDNative: C API provided by Godot 3.
  • GDExtension: C API provided by Godot 4.
  • godot-rust: The entire project, encompassing Rust bindings for Godot 3 and 4, as well as related efforts (book, community, etc.).
  • gdnative (lowercase): the Rust binding for GDNative (Godot 3).
  • gdext (lowercase): the Rust binding for GDExtension (Godot 4).
  • Extension: An extension is a C library developed using gdext. It can be loaded by Godot 4.


If you would like to know about games and other projects in which godot-rust has been employed, check out the Projects chapter. At the moment, this is mostly referring to projects built with the Godot 3 bindings, due to their maturity.


The source repository for this book is hosted on GitHub.


The GDNative bindings and this user guide are licensed under the MIT license.
The GDExtension bindings are licensed under the Mozilla Public License 2.0.