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Document filename requirements in C# global classes
- Flesh out the introduction.
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tutorials/scripting/c_sharp/c_sharp_global_classes.rst

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C# global classes
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=================
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Global classes (also known as named scripts) are types registered in Godot's editor so they can be used
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more conveniently.
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Global classes (also known as named scripts) are types registered in Godot's
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editor so they can be used more conveniently.
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:ref:`In GDScript <doc_gdscript_basics_class_name>`, this is achieved
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using the ``class_name`` keyword at the top of a script. This page describes how
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to achieve the same effect in C#.
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- Global classes show up in the *Add Node* and *Create Resource* dialogs.
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- If an :ref:`exported property <doc_c_sharp_exports>` is a global class, the
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{
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}
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.. warning::
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The file name must match the class name in **case-sensitive** fashion.
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For example, a global class named "MyNode" must have a file name of
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``MyNode.cs``, not ``myNode.cs``.
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The ``MyNode`` type will be registered as a global class with the same name as the type's name.
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.. image:: img/globalclasses_addnode.webp
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.. warning::
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The Godot editor will hide these custom classes with names that begin with the prefix
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"Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
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are available for instantiation at runtime via their class names, but are
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automatically hidden by the editor windows along with the built-in editor nodes used
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"Editor" in the "Create New Node" or "Create New Scene" dialog windows. The classes
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are available for instantiation at runtime via their class names, but are
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automatically hidden by the editor windows along with the built-in editor nodes used
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by the Godot editor.
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