This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. Highlights Many features originally intended for 4.3 ended up making it into 4.4 meaning that Godot 4.4
Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. It is highly extensible, and is available for Windows, MacOS, and Linux, providing a common ground for developers working on multiple platforms.
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed Byte Platform iPad screen display is not complete. Fixed Mat4.getRotation
Cross-Platform Compatibility Cross-platform gameplay is one of the biggest game development trends of 2023. So, game developers must seek mobile game engines that support cross-platform development. However, with time, it started supporting multiple platforms. Let’s find out. And that’s where Unity wins.
Minor version updates focus on performance, package size, ease of use, and stability, such as WASM modules, support for mini-game platforms, package compression, build process optimization, script optimization, rendering effect optimization, etc. Especially for the mini-game platform, whether it is a new or old pipeline, compared to the 3.8.0
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. This release has seen many platform-specific improvements from old and new contributors, especially for macOS, iOS, X11. Let's see what they bring us.
Export options (convert textures, etc.) Automatic detection and reimport of many use cases for textures. There is a new export dialog: The idea is that, instead of choosing a platform and hitting export, "Export Presets" can be created. Many presets per same platform can be created with different export options.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable build. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. After refining our Godot 3.2 Other changes.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Notably, Godot 3.2.2 The fix made in the 3.2
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). Our networking maintainer Fabio has been working for over a year on networking features and the HTML5 platform thanks to an award from Mozilla. feature set.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable in a day or two. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. Notably, Godot 3.2.2 The fix made in the 3.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable build. Notably, Godot 3.2.2
With a decade of VR gaming specialism, nDreams has unparallelled experience and a multi-award-winning team across all major VR platforms. Since 2013, nDreams has been focused entirely on virtual reality and—starting with early access to Oculus Rift and PlayStation VR prototypes—was among the first to step into this immersive new medium.
The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed. There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. beta 3: GH-25378 : Texture previews are extremely low res.
Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes. Physics: Create CollisionObject debug shapes using VisualServer ( GH-48588 ). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ). Core: Expose Shape.get_debug_mesh() to the scripting API ( GH-48316 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). C#: Official builds now use Mono 6.12.0.102. C#: Re-work solution build output panel ( GH-42547 ).
Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes. Physics: Create CollisionObject debug shapes using VisualServer ( GH-48588 ). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ). Core: Fix ZIP files being opened with two file descriptors ( GH-42337 ).
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour: Classic build (GDScript, GDNative, VisualScript). The features.
Buildsystem: Various compilation fixes for some platforms/compilers, and Linux packaging fixes. Physics: Create CollisionObject debug shapes using VisualServer ( GH-48588 ). Rendering: Fix usage of proxy textures on GLES2 PanoramaSky ( GH-48541 ). Core: Fix ZIP files being opened with two file descriptors ( GH-42337 ).
At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platform engine.
There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Instead, browse our download repository and fetch the editor binary and export templates that matches your platform and Godot flavour: Classical build (GDScript, GDNative, VisualScript).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). C#: Official builds now use Mono 6.12.0.111. C#: Re-work solution build output panel ( GH-42547 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). C#: Official builds now use Mono 6.12.0.111. C#: Re-work solution build output panel ( GH-42547 ).
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). CSG: Various bug fixes.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ). CSG: Various bug fixes.
This will enable us to publish maintenance updates at a faster pace as soon as we identify a need (critical regressions to fix, security issues, necessary platform updates, etc.). Platforms: Godot editor on the Web! Raise errors when accessing deleted objects in debug. Raise errors when accessing deleted objects in debug.
The most important ones are: New asset sharing platform. comes with our new asset sharing platform, the Asset Library. Godot is used all around the world and, while it always supported Unicode, its reliance on font textures made it pretty difficult to support some languages (especially Asian). Dynamic font support. As of the 2.1
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ).
Instead of computing the amount of light that reaches a certain surface every frame for every light source, we precompute all this information and store it in a single texture. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport. Introduction.
Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. 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. Crypto: AES and HMAC contexts. and Godot 3.3.
Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). GLES2: Use separate texture unit for light_texture ( GH-42538 ).
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). GLES2: Fix glow on devices with only 8 texture slots ( GH-42446 ). stable soon™.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content