Tested versions
Reproducible in: v4.6.3.stable.mono.official [7d41c59c4], v4.7.stable.mono.official [5b4e0cb]
System information
Godot v4.6.3.stable.mono - Ubuntu 26.04 LTS 26.04 on Wayland - Wayland display driver, Multi-window, 2 monitors - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 970 (nvidia; 580.159.03) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 threads) - 14.99 GiB memory
Issue description
Trying to access a static member in a C# file from GDScript results in an "Invalid access to property or key[...]" error. Accessing static members in GDScript from C# seems to work as well as calling static C# functions from GDScript.
Steps to reproduce
Have two scripts:
script1.gd:
extends Node
func _ready() -> void:
var cs_object = load("res://script2.cs").new()
print(cs_object.Num)
script2.cs:
using Godot;
using System;
public partial class Script2 : Node {
public static int Num = 42;
}
script1.gd should be attached to a Node to run _ready() and then start the Scene.
Minimal reproduction project (MRP)
static-member-access.zip
Tested versions
Reproducible in: v4.6.3.stable.mono.official [7d41c59c4], v4.7.stable.mono.official [5b4e0cb]
System information
Godot v4.6.3.stable.mono - Ubuntu 26.04 LTS 26.04 on Wayland - Wayland display driver, Multi-window, 2 monitors - Vulkan (Mobile) - dedicated NVIDIA GeForce GTX 970 (nvidia; 580.159.03) - Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8 threads) - 14.99 GiB memory
Issue description
Trying to access a static member in a C# file from GDScript results in an "Invalid access to property or key[...]" error. Accessing static members in GDScript from C# seems to work as well as calling static C# functions from GDScript.
Steps to reproduce
Have two scripts:
script1.gd:
script2.cs:
script1.gd should be attached to a Node to run _ready() and then start the Scene.
Minimal reproduction project (MRP)
static-member-access.zip