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Can an AI assistant fix Godot C# build errors? We tested Ziva on a .NET project

Ziva.sh tested its Ziva AI assistant inside the Godot editor on a Godot 4.7 .NET project, deliberately introducing three C# build errors (CS1061, CS0266 and GD0001) and finding the assistant located and fixed each one. Ziva read the scripts, ran dotnet build to confirm the error, corrected the code, rebuilt and re-ran the scene to verify the score still incremented. The same errors surfaced through Ziva's local MCP server tools, get_godot_errors and run_scene, which returned Godot's C# build output with file, line and error code.

by read3 min views2 publishedNov 4, 2026

A common test for any AI coding assistant on a Godot C# project: break the build on purpose and see whether the assistant notices. We ran that test on Ziva, an AI assistant that works inside the Godot editor, with a small Godot 4.7 .NET project on 4 November 2026.

Disclosure: Ziva.sh makes Ziva. This is a write-up of our own test; the short version is our docs page Use Ziva with Godot C#.

Player (Sprite2D) that moves with the arrow keys, one scene, and a .csproj that Godot created. You need the .NET version of Godot and the .NET SDK for any C# work. If your project has no C# scripts yet, create the solution first with Project > Tools > C# > Create C# solution. Ziva does not set up C# in a project.

We asked:

This is a C# Godot project. Add a coin the player can collect, written in C#: when the player touches the coin, the coin disappears and a score label on screen goes up by one. Then run the scene to check it works.

Ziva wrote Coin.cs (an Area2D that listens to AreaEntered) and ScoreLabel.cs (a Label), gave the player a hitbox, and added the coin and the label to the scene. Then it ran the scene while holding the right arrow key. The screenshot from that run showed Score: 1 and the coin was gone.

In a later chat we asked for a patrolling enemy without naming a language. Ziva saw that the project used C# and wrote Enemy.cs.

We introduced one error at a time and asked Ziva about it in plain words.

Error we added What we asked What Ziva did
Called label.AddPoints(1) , a method that doesn't exist (CS1061) "I edited Coin.cs and now the game won't start. Can you find the problem and fix it?" Read the scripts, ran dotnet build to confirm CS1061, renamed the call, built again and ran the scene
Score += amount * 1.5; on anint (CS0266) "Run the game and check that collecting the coin still adds to the score." Ran the scene, got Godot's C# build error back, fixed the line, built again and checked the score went up
Removed partial fromEnemy (GD0001) "Godot says 'Failed to build project' when I press Play. Can you fix it?" Ran dotnet build , addedpartial , built again and ran the scene

When Ziva runs a scene and the build fails, it gets Godot's C# build errors with file, line and error code:

res://ScoreLabel.cs:15:9 CS0266: Cannot implicitly convert type 'double' to 'int'.

These errors come from Godot's last C# build. If you edit code outside Godot and nothing has built since, there is nothing to read yet, so Ziva builds the project with dotnet build or runs the scene to find the error.

Ziva also runs as a local MCP server. On the same C# project, its get_godot_errors and run_scene tools returned the same C# build errors, for example res://Enemy.cs:3:14 GD0001: Missing partial modifier on declaration of type 'Enemy'.

The full page, kept up to date: https://ziva.sh/docs/godot-csharp

Do you use an AI assistant with Godot C#? Does it see your build errors, or do you paste them in?

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