CrossPrimitives is a lightweight, engine-independent C# primitives library that cleanly separates game/app logic from rendering concerns. Designed to be compatible with any game engine, rendering system, or UI framework.
CrossPrimitives provides core types like:
Vector2,Vector3,Vector4— engine-agnostic math vectorsVector2i,Vector3i,Vector4i— integer versions of the aboveColor— with full support for:- RGBA/ARGB/ABGR 32/64-bit packing
- Named color support and HTML hex parsing
This library is meant to be owned by your logic layer. Your rendering engine (Godot, Unity, MonoGame, etc.) is just a Presenter — not the source of truth.
- ✅ No engine references — clean C# structs only
- 🔁 Reusable across projects, engines, and platforms
- 🧪 Fully testable logic layer
- 🧱 Designed for integration, not opinionated frameworks
To use CrossPrimitives types in Godot install theCrossPrimitives.GodotAdapterGenerator package. This package generates the necessary code to convert between CrossPrimitives types and Godot's built-in types.
dotnet add package CrossPrimitives.GodotAdapterGeneratorusing CrossPrimitives;
using CrossPrimitives.GodotAdapter;
Vector2 pos = new(1f, 2f);
Godot.Vector2 godotVec = pos.AsGodot();
Color myColor = new Color(1f, 0.5f, 0f);
Godot.Color godotColor = myColor.AsGodot();
Godot.Vector3I godotInt = new Godot.Vector3I(3, 4, 5);
Vector3i crossInt = godotInt.AsCrossPrimitives();For more details, see CrossPrimitives.GodotAdapterGenerator package documentation.