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Announcing the Meta Toolkit extension We are pleased to announce the release of the Godot Meta Toolkit , a GDExtension plugin that exposes Metas Platform SDK and provides other tools to simplify and accelerate XR development on Metas platform. the Godot Meta Toolkit supports v72 of the Platform SDK. As of version 1.0.2,
This means contributors are encouraged to focus their efforts on fixing regressions and other outstanding bugs. We wont risk merging any new features or risky bug fixes until after we release 4.4 Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1!
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Bug reports.
Physics: Implement analytic collision normals ( GH-71447 ). Rendering: Decompress RA_AS_RG formats on Web platform in GLES3 renderer and disable texture swizzling ( GH-71574 ). See the GitHub issue tracker for a list of known bugs in the 4.0 Import: Avoid importing MSVC obj files ( GH-71662 ).
Editor: Fix various gradient editor bugs ( GH-70548 ). Given the scope of this change for all platforms, we expect some regressions, which will be fixed for beta 16. Physics: Fix regression in collision detection for uniform scaling ( GH-71707 ). See the GitHub issue tracker for a list of known bugs in the 4.0
But as a result, it's actually a pretty exciting "maintenance" release with various new features and a great deal of bug fixes. A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. Support duration.
We took a bit longer to prepare this beta as there were a number of fairly big GDScript refactoring PRs (needed to fix many bugs), which we wanted to merge all at once. The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Bug reports.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. wslay 1.1.1). beta 1).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. stb_vorbis 1.20, wslay 1.1.1).
In this third mode, I implemented a dedicated editor for tile shapes (collision shapes, occluders, naviagation shapes). This allows setting up tile collisions in a very fast way: Since my previous implementation of panning was not working great in the atlas editor, I reworked it a little bit. What's next.
Multiple fixes to one-way collisions , handling many cases where collisions would not work reliably. Multiple fixes to one-way collisions (new in beta 6). CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D.
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. stb_vorbis 1.20, wslay 1.1.1).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). RichTextLabel: Fix center alignment bug ( GH-40892 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). RichTextLabel: Fix center alignment bug ( GH-40892 ).
Same deal as usual, lots of bugs fixed and more refactoring and feature work. Rename JavaScript platform to Web ( GH-65023 ). Particles: Add "Hide on Contact" collision mode to ParticlesMaterial ( GH-61238 ). Physics: Add collision weight to PhysicsBody2D/3D for penetrations which must be avoided ( GH-64343 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). RichTextLabel: Fix center alignment bug ( GH-40892 ).
would focus mainly on fixing those new bugs to ensure that all Godot users can have the most stable experience possible. Physics: Trigger broadphase update when changing collision layer/mask ( GH-39895 ). Physics: Fix laxist collision detection on one way shapes ( GH-39880 ). Bug reports. stb_vorbis 1.20, wslay 1.1.1).
beta 3 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 2 should be as stable as 3.3.2-stable Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ).
beta 2 available now), we still cherry-pick important bug fixes to the 3.3 As there is no new feature and only bug fixes, this RC 1 should be as stable as 3.3.2-stable Editor: Fix logic for showing tilemap debug collision ( GH-49075 ). Bug reports. While we're busy working on both the upcoming Godot 4.0
x updates with bug fixes, but also new features as long as they don't require breaking compatibility. x), we're going back to a stricter application of semantic versioning and those releases will only contain bug fixes and usability/documentation improvements. Platforms: Godot editor on the Web! When we released Godot 3.2
stable release to bring the numerous new features and even more important bug fixes to all Godot users. Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. mbedtls 2.16.9,
Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). In either case, be sure to report the problem on GitHub.
beta 4 available now), we still cherry-pick important bug fixes to the 3.3 in May , there have been a number of bug fixes which are worth including in a new stable release for all Godot users. x releases , focuses purely on bug fixes, and aims to preserve compatibility. While we're busy working on both the upcoming Godot 4.0
There are GPU accelerated particles in Godot, but they don't support collisions. Paweł will present a simple and effective way of implementing collision response with a dynamically destructible 2D object. Demo: Make your own cross-platform builds easily with the upcoming godot_build tool | Hein-Pieter van Braam-Stewart ( hpvb ).
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Fix for the dangling Variant bug , kudos to Pedro ( RandomShaper ). Note: If using C#, the.csproj file will be converted with some bug fixes which makes it incompatible with earlier Godot 3.2 Fix for the dangling Variant bug.
This beta 6 build provides additional features and fixes to bugs reported against previous builds. Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Core: Harmonize output of OS.get_locale() between platforms ( GH-40708 ).
Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Bug reports. mbedtls 2.16.9, zstd 1.4.8).
We have more regular contributors, a documentation team, a bug triage team and a much larger community! This is helpful in production games, as unexpected bugs that might commonly cause a crash will not make it fail. Collision and navigation debugging. we are in need of an unified platform for sharing them. While for 2.0
The reception of beta 1 was surprisingly good – we're happy to see the community tinker with the beta, report bugs and provide feedback on the new features. Many bugs have been fixed in just two weeks, with close to 250 PRs merged , many of which fixed bugs reported by beta testers. Bug reports.
With this first Release Candidate , we completely freezes feature development, and comes after a long series of beta builds to fix a number of bugs reported against previous builds (as well as against previous stable branches). Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). The upcoming Godot 3.4
This beta 4 build provides additional features and fixes to bugs reported against previous builds. Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ). The upcoming Godot 3.4
branch is worked on in parallel and receives minor updates to fix bugs, improve usability and occasionally add some compatible features. includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). But Godot 4.0 is released).
Multiple fixes to one-way collisions. CSG: Various bug fixes. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Various bug fixes for 2D and 3D. Physics: Fix multiple issues with one-way collisions ( GH-42574 ). Bug reports. mbedtls 2.16.9, zstd 1.4.8).
Use techniques like object pooling, efficient collision detection, and level-of-detail systems to optimize your game’s performance on different platforms. Be mindful of memory usage, especially on mobile platforms. Test and iterate Regularly test your game on target platforms and gather feedback from others.
Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Revamped collision layer grid in the inspector. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds.
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