/r/godot
The official subreddit for the Godot Engine. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Maintained by the Godot Foundation, the non-profit taking good care of the Godot project - consider donating to https://fund.godotengine.org/ to keep us going!
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Subreddit rules:
1. English only, please
For moderation purposes, please stick to the official language of this subreddit, both for posts and comments.
2. Follow the Code of Conduct
Read it here
Breaching the code is a banable offense. In particular, we won't tolerate discrimination or bullying of any kind.
3. Use appropriate flairs for your posts
If you don't, we maintain the right to delete the post in violation of this rule. Wiki page to describe the flairs coming soon...
4. Post memes with consideration
They must have the "fun & memes" flair, be related to Game Development, and the topic/content cannot breach the Code of Conduct. Do not spam memes.
5. Promotion only under certain circumstances
To avoid plain advertisements to an audience of game developers, we offer a handful of themed promotion flairs, so you can show off your game with purpose instead - if your post idea does not fit any of them, please reconsider posting. Additionally, we require posters in this flair category to stay active and respond to comments under their promotion - otherwise we may delete the post.
6. Stay on topic
This is a subreddit about the Godot Engine. While related Game Development topics are not forbidden, please make sure to tailor them towards the Godot project. This means no art posts unless you are talking about the technical side of things - there are enough other outlets to post your pretty renders and concepts.
7. Getting started
Reference this starter guide before asking for general advice/help. Posts asking "Where do I start?" will automatically be locked, due to this subreddit overflowing with them in the past.
8. Tech Support guidelines
Repeated neglect of these can be a bannable offense.
1 - Consult the docs first
2 - Search for your question before posting
3 - Concrete questions/issues only! This is not the place to vaguely ask "How to make X" before doing your own research.
4 - "Can Godot be used to make this game?" Yes.
5 - Don't post photos of your screen, screenshots are okay, direct code with formatting or a pastebin is best
6 - We recommend checking the official forum as well.
9. Copyright & AI-generated content
For legal reasons, you may only post content that you are the rights-holder of. This means you are required to credit assets according to the licenses you acquired them under. Some licenses permit sharing content without listing your sources, others do not. In particular, this means that AI-generated content needs to veritably stem from a model which was trained only on data submitted with the original creator's consent. If you cannot prove this to be the case upon request, we remove your post.
/r/godot
Depths of the Ooze is in Development
im trying to get him to exit when he touches the collider. i can get him in the dungeon from world map, but from that i cant get him to teleport to the worldmap dungeon entrance..
How can I support multiple platforms within a single project, where the resolutions and UI layouts are completely different? For example, I want to support both PC and mobile, while keeping the core of the game fully shared across platforms.
Does Godot have a way to manage third-party libraries, similar to Rust’s cargo or npm?
Or do you have any better suggestions?
Made in Godot 4.3. Part of my planned Telekinesis ring upgrade. Lich can pick up enemy weapons, they fly around with him and he can hurl the weapons back at the enemies for long range damage. When you fly with it, it floats behind your back like a ninja :D
Theres hardly any good resources out there. Most of it seems trial and error. Really wish there were more discussion on multiplayer aspects of godot
For the longest time I've had a real fit trying to get AnimationPlayer to work with me when I change a StandardMaterial3D using the AnimationPlayer. For example I'll have two bad guys and I want one to flash red when I shoot it, but obviously I don't want both to flash red when only one of them is shot. Other people have also seemed to have this problem, but today I FINALLY found a fix that works for me :D
First, check Surface Material Override and make sure it's <empty>, adding it in as a keyframe:
Second, keyframe in the material you want to use, I personally didn't add a color changing animation, but you could do that too:
Third, profit!
What are some must have built in functions for controller? I was wanting to build with it in mind and I heard it’s much easier that way so that there is no future hiccups. Any advice would help thanks!
Need pixel art for celeste insired penguin platformer. Comment if you can help!!!
I'm trying to make a pixel art game, and I've seen dozens of people able to use a pixel perfect effect in similar games. I've tried messing with project settings, and that does work, but it also makes the camera snap to pixels. All I'm wondering is how the effects is done, while retaining some HD components. Celeste is a good example of doing this well. Is it a shader? Is it a setting? I would really appreciate some help. Thanks!
So I was experimenting with C# and .NET in my godot project. I deleted the C# script and the scene that uses the code, but every time I run the game, it still builds a .NET project. Is there any way to fix this? I already tried disabling the .NET external editor but that didn't do anything.
The entiere epub of Godot documentation is so big that all of the epub readers I've found crashes, and only the GD script part interest me for now. Thanks in advance :)
Just curious to see what everyone out there is using.
Current setup over here is:
- Godot
- JetBrains Rider Commercial (IDE)
- Affinity Universal license (Designer/Photo/Publisher)
- Spine Professional (Skeletal animation)
- Presonus Studio One Pro 7 (DAW)
EDIT:
Forgot to add:
- MS Teams
- Git + LFS
Hello,
Im new to 3D and I just started messing around. I used a GridMap to build a small world. Im having an isssue if I look at the distant tiles from an angle, the textures/lightning gets all messed up.
You can see here:
However, if i slightly move the camera to the right, the issue goes away:
What is this? What is causing this and how can i fix this?
EDIT: I fixed it. it was the "generate lods" under the import settings. I disabled this and now it works fine.
I’m an artist learning game development and I have a question regarding tilesets. I haven’t had a ton of practice with them, but I’ve already decided to go with a 32x32 tileset.
The problem is, the square shape of the tile really infuriates me when working with assets for a top down game-in this case, the floor tiles. As a professional painter and artist, it irks me to use squares because technically squares should not exist in a 45 degree viewing angle(all squares should be at a 3/4 ratio). I understand that many game studios over the decades were limited by technology and had to use them, but I want to try something different in the viewpoint of an artist who went to school studying perspective and rendering theory.
Would it be possible for me to stick with a 32x32 tileset but then have a different 32x24 tileset for just the floor? The example I used above uses that size for the floor. I tried to make it work with 32px tiles but I couldn’t get the floor to look right.
I have created a nice little character by creating an inherited scene from a .glb object. I have added two small animations to the .glb file that i need. How do i make the inherited scene load these new animations? I feel like the answer should be simple, but all i can find is "redo the scene", which obviously isn't a real option.
I was trying to follow the tutorial for dodge the creeps 2D using C#, im stuck to a point where after connetig the signals to the methods with the editor(not via code) gives this warning:
the game start only with player movable without timer and enermis, i tried to remake the connetion, clear the cache, controling if was creating the method out of the class, cheked if tha name of the method and the signal was in the same case, i recreted the script with out using vscode, now i dont know what to do pls help.
I just released my second free mobile game made with Godot on AppStore and Play Store. I would love to get your feedback! It works with mobile controller such as Backbone.