.. Intention: only introduce what a script does in general and options for scripting languages. Scripting languages =================== This lesson will give you an overview of the available scripting languages in Godot. You will learn the pros and cons of each option. In the next part, you will write your first script using GDScript. **Scripts attach to a node and extend its behavior**. This means that scripts inherit all functions and properties of the node they attach to. For example, take a game where a Camera2D node follows a ship. The Camera2D node follows its parent by default. Imagine you want the camera to shake when the player takes damage. As this feature is not built into Godot, you would attach a script to the Camera2D node and code the shake. ![](img/scripting_camera_shake.gif) Available scripting languages ----------------------------- Godot offers **five gameplay programming languages**: GDScript, C#, VisualScript, and, via its GDNative technology, C and C++. There are more `community-supported languages ( doc_what_is_gdnative_third_party_bindings )`, but these are the official ones. You can use multiple languages in a single project. For instance, in a team, you could code gameplay logic in GDScript as it's fast to write, let level designers script quests in the graphical language VisualScript, and use C# or C++ to implement complex algorithms and maximize their performance. Or you can write everything in GDScript or C#. It's your call. We provide this flexibility to answer the needs of different game projects and developers. Warning: `Godot 4.0 will remove VisualScript from core entirely. ( https://godotengine.org/article/godot-4-will-discontinue-visual-scripting )` As a result, creating new projects using visual scripting in Godot is not recommended. Future Godot 4.x releases may have VisualScript reimplemented as an extension. While Godot 3.x will keep VisualScript supported, we recommend `trying out GDScript