List of features
This page aims to listall features currently supported by Godot.
Note
This page lists features supported by the current stable version ofGodot. Some of these features are not available in the3.x release series.
Platforms
See also
SeeSystem requirements for hardware and software version requirements.
Can run both the editor and exported projects:
Windows (x86 and ARM, 64-bit and 32-bit).
macOS (x86 and ARM, 64-bit only).
Linux (x86 and ARM, 64-bit and 32-bit).
Binaries are statically linked and can run on any distribution if compiledon an old enough base distribution.
Official binaries are compiled using theGodot Engine buildroot,allowing for binaries that work across common Linux distributions.
Android (editor support is experimental).
Web browsers. Experimental in 4.0,using Godot 3.x is recommended instead when targeting HTML5.
Runs exported projects:
iOS.
Godot aims to be as platform-independent as possible and can beported to new platforms with relative ease.
Note
Projects written in C# using Godot 4 currently cannot be exported to theweb platform. To use C# on that platform, consider Godot 3 instead.Android and iOS platform support is available as of Godot 4.2, but isexperimental andsome limitations apply.
Editor
Features:
Scene tree editor.
Built-in script editor.
Support forexternal script editors such asVisual Studio Code or Vim.
GDScriptdebugger.
Support for debugging in threads is available since 4.2.
Visual profiler with CPU and GPU time indications for each step of therendering pipeline.
Performance monitoring tools, includingcustom performance monitors.
Live script reloading.
Live scene editing.
Changes will reflect in the editor and will be kept after closing the running project.
Remote inspector.
Changes won't reflect in the editor and won't be kept after closing the running project.
Live camera replication.
Move the in-editor camera and see the result in the running project.
Built-in offline class reference documentation.
Use the editor in dozens of languages contributed by the community.
Plugins:
Editor plugins can be downloaded from theasset library to extend editor functionality.
Create your own plugins using GDScript to add newfeatures or speed up your workflow.
Download projects from the asset libraryin the Project Manager and import them directly.
Rendering
Godot 4 includes three renderers:
Forward+. The most advanced renderer, suited for desktop platforms only.Used by default on desktop platforms. This renderer usesVulkan,Direct3D 12,orMetal as the rendering driver, and it uses theRenderingDevice backend.
Mobile. Fewer features, but renders simple scenes faster. Suited for mobileand desktop platforms. Used by default on mobile platforms. This renderer usesVulkan,Direct3D 12, orMetal as the rendering driver, and it usestheRenderingDevice backend.
Compatibility, sometimes calledGL Compatibility. The least advancedrenderer, suited for low-end desktop and mobile platforms. Used by default onthe web platform. This renderer usesOpenGL as the rendering driver.
SeeRenderers for a detailed comparison of the rendering methods.
2D graphics
Sprite, polygon and line rendering.
AnimatedSprite2D as a helper for creating animated sprites.
Parallax layers.
Pseudo-3D support including preview in the editor.
2D lighting with normal maps and specular maps.
Point (omni/spot) and directional 2D lights.
Hard or soft shadows (adjustable on a per-light basis).
Custom shaders can access a real-timeSDFrepresentation of the 2D scene based onLightOccluder2D nodes,which can be used for improved 2D lighting effects including 2D global illumination.
Font rendering using bitmaps, rasterization using FreeTypeor multi-channel signed distance fields (MSDF).
Bitmap fonts can be exported using tools like BMFont, or imported from images(for fixed-width fonts only).
Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji).Supported formats are TTF, OTF, WOFF1 and WOFF2.
Dynamic fonts support optional font outlines with adjustable width and color.
Dynamic fonts support variable fonts and OpenType features including ligatures.
Dynamic fonts support simulated bold and italic when the font file lacksthose styles.
Dynamic fonts support oversampling to keep fonts sharp at higher resolutions.
Dynamic fonts support subpixel positioning to make fonts crisper at low sizes.
Dynamic fonts support LCD subpixel optimizations to make fonts even crisper at low sizes.
Signed distance field fonts can be scaled at any resolution withoutrequiring re-rasterization. Multi-channel usage makes SDF fonts scale downto lower sizes better compared to monochrome SDF fonts.
GPU-basedparticles with support forcustom particle shaders.
CPU-based particles.
Optional2D HDR renderingfor better glow capabilities.
2D tools
TileMaps for 2D tile-based level design.
2D camera with built-in smoothing and drag margins.
Path2D node to represent a path in 2D space.
Can be drawn in the editor or generated procedurally.
PathFollow2D node to make nodes follow a Path2D.
2D physics
Physics bodies:
Static bodies.
Animatable bodies (for objects moving only by script or animation, such as doors and platforms).
Rigid bodies.
Character bodies.
Joints.
Areas to detect bodies entering or leaving it.
Collision detection:
Built-in shapes: line, box, circle, capsule, world boundary (infinite plane).
Collision polygons (can be drawn manually or generated from a sprite in the editor).
3D graphics
HDR rendering with sRGB.
Perspective, orthographic and frustum-offset cameras.
When using the Forward+ renderer, a depth prepass is used to improveperformance in complex scenes by reducing the cost of overdraw.
Variable rate shading on supported GPUs in Forward+ and Mobile.
Physically-based rendering (built-in material features):
Follows the Disney PBR model.
Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse shading modes.
Supports Schlick-GGX, Toon and Disabled specular shading modes.
Uses a roughness-metallic workflow with support for ORM textures.
Uses horizon specular occlusion (Filament model) to improve material appearance.
Normal mapping.
Parallax/relief mapping with automatic level of detail based on distance.
Detail mapping for the albedo and normal maps.
Sub-surface scattering and transmittance.
Screen-space refraction with support for material roughness (resulting in blurry refraction).
Proximity fade (soft particles) and distance fade.
Distance fade can use alpha blending or dithering to avoid going throughthe transparent pipeline.
Dithering can be determined on a per-pixel or per-object basis.
Real-time lighting:
Directional lights (sun/moon). Up to 4 per scene.
Omnidirectional lights.
Spot lights with adjustable cone angle and attenuation.
Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis.
Adjustable light "size" for fake area lights (will also make shadows blurrier).
Optional distance fade system to fade distant lights and their shadows, improving performance.
When using the Forward+ renderer (default on desktop), lights arerendered with clustered forward optimizations to decrease their individual cost.Clustered rendering also lifts any limits on the number of lights that can be used on a mesh.
When using the Mobile renderer, up to 8 omni lights and 8 spot lights canbe displayed per mesh resource. Baked lighting can be used to overcome this limitif needed.
Shadow mapping:
DirectionalLight: Orthogonal (fastest), PSSM 2-split and 4-split.Supports blending between splits.
OmniLight: Dual paraboloid (fast) or cubemap (slower but more accurate).Supports colored projector textures in the form of panoramas.
SpotLight: Single texture. Supports colored projector textures.
Shadow normal offset bias and shadow pancaking to decrease the amount ofvisible shadow acne and peter-panning.
PCSS-like shadow blur based on thelight size and distance from the surface the shadow is cast on.
Adjustable shadow blur on a per-light basis.
Global illumination with indirect lighting:
Baked lightmaps (fast, but can't be updated at runtime).
Supports baking indirect light only or baking both direct and indirect lighting.The bake mode can be adjusted on a per-light basis to allow for hybrid lightbaking setups.
Supports lighting dynamic objects using automatic and manually placed probes.
Optionally supports directional lighting and rough reflections based on sphericalharmonics.
Lightmaps are baked on the GPU using compute shaders (much faster comparedto CPU lightmapping). Baking can only be performed from the editor,not in exported projects.
Supports GPU-baseddenoisingwith JNLM, or CPU/GPU-based denoising with OIDN.
Voxel-based GI probes. Supportsdynamic lightsand dynamic occluders, while also supporting reflections.Requires a fast baking step which can be performed in the editor or atruntime (including from an exported project).
Signed-distance field GI designed for large open worlds.Supports dynamic lights, but not dynamic occluders. Supports reflections.No baking required.
Screen-space indirect lighting (SSIL)at half or full resolution. Fully real-time and supports any kind of emissivelight source (including decals).
VoxelGI and SDFGI use a deferred pass to allow for rendering GI at halfresolution to improve performance (while still having functional MSAA support).
Reflections:
Voxel-based reflections (when using GI probes) and SDF-based reflections(when using signed distance field GI). Voxel-based reflections are visibleon transparent surfaces, while rough SDF-based reflections are visibleon transparent surfaces.
Fast baked reflections or slow real-time reflections using ReflectionProbe.Parallax box correction can optionally be enabled.
Screen-space reflections with support for material roughness.
Reflection techniques can be mixed together for greater accuracy or scalability.
When using the Forward+ renderer (default on desktop), reflection probes arerendered with clustered forward optimizations to decrease their individual cost.Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh.
When using the Mobile renderer, up to 8 reflection probes can be displayed per meshresource. When using the Compatibility renderer, up to 2 reflection probes canbe displayed per mesh resource.
Decals:
Supports albedo, emissive,ORM,and normal mapping.
Texture channels are smoothly overlaid on top of the underlying material,with support for normal/ORM-only decals.
Support for normal fade to fade the decal depending on its incidence angle.
Does not rely on runtime mesh generation. This means decals can be used oncomplex skinned meshes with no performance penalty, even if the decal moves every frame.
Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
Optional distance fade system to fade distant decals, improving performance.
When using the Forward+ renderer (default on desktop), decals arerendered with clustered forward optimizations to decrease their individual cost.Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
When using the Mobile renderer, up to 8 decals can be displayed per meshresource.
Sky:
Panorama sky (using an HDRI).
Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
Support forcustom sky shaders, which can be animated.
The radiance map used for ambient and specular light can be updated inreal-time depending on the quality settings chosen.
Fog:
Exponential depth fog.
Exponential height fog.
Support for automatic fog color depending on the sky color (aerial perspective).
Support for sun scattering in the fog.
Support for controlling how much fog rendering should affect the sky, withseparate controls for traditional and volumetric fog.
Support for making specific materials ignore fog.
Volumetric fog:
Globalvolumetric fog that reacts to lights and shadows.
Volumetric fog can take indirect light into account when using VoxelGI or SDFGI.
Fog volume nodes that can be placed to add fog to specific areas (or remove fog from specific areas).Supported shapes include box, ellipse, cone, cylinder, and 3D texture-based density maps.
Each fog volume can have its own custom shader.
Can be used together with traditional fog.
Particles:
GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D),attractors (3D only) and collision (2D + 3D).
3D particle attractor shapes supported: box, sphere and 3D vector fields.
3D particle collision shapes supported: box, sphere, baked signed distance fieldand real-time heightmap (suited for open world weather effects).
2D particle collision is handled using a signed distance field generated in real-timebased onLightOccluder2D nodes in the scene.
Trails can use the built-in ribbon trail and tube trail meshes, or custommeshes with skeletons.
Support for custom particle shaders with manual emission.
CPU-based particles.
Post-processing:
Tonemapping (Linear, Reinhard, Filmic, ACES).
Automatic exposure adjustments based on viewport brightness (and manual exposure override).
Near and far depth of field with adjustable bokeh simulation (box, hexagon, circle).
Screen-space ambient occlusion (SSAO) at half or full resolution.
Glow/bloom with optional bicubic upscaling and several blend modes available:Screen, Soft Light, Add, Replace, Mix.
Glow can have a colored dirt map texture, acting as a lens dirt effect.
Glow can beused as a screen-space blur effect.
Color correction using a one-dimensional ramp or a 3D LUT texture.
Roughness limiter to reduce the impact of specular aliasing.
Brightness, contrast and saturation adjustments.
Texture filtering:
Nearest, bilinear, trilinear or anisotropic filtering.
Filtering options are defined on a per-use basis, not a per-texture basis.
Texture compression:
Basis Universal (slow, but results in smaller files).
BPTC for high-quality compression (not supported on macOS).
ETC2 (not supported on macOS).
S3TC (not supported on mobile/Web platforms).
Antialiasing:
Temporalantialiasing (TAA).
AMD FidelityFX Super Resolution 2.2antialiasing (FSR2),which can be used at native resolution as a form of high-quality temporal antialiasing.
Multi-sample antialiasing (MSAA), for both2D antialiasing and3D antialiasing.
Fast approximate antialiasing (FXAA).
Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D resolution scale above 1.0.
Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-material basis.
Resolution scaling:
Support forrendering 3D at a lower resolutionwhile keeping 2D rendering at the original scale. This can be used to improveperformance on low-end systems or improve visuals on high-end systems.
Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2).
Texture mipmap LOD bias is adjusted automatically to improve quality at lowerresolution scales. It can also be modified with a manual offset.
Most effects listed above can be adjusted for better performance or to furtherimprove quality. This can be helpful whenusing Godot for offline rendering.
3D tools
Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube.
GridMaps for 3D tile-based level design.
Constructive solid geometry (intended for prototyping).
Tools forprocedural geometry generation.
Path3D node to represent a path in 3D space.
Can be drawn in the editor or generated procedurally.
PathFollow3D node to make nodes follow a Path3D.
Support for exporting the current scene as a glTF 2.0 file, both from the editorand at runtime from an exported project.
3D physics
Physics bodies:
Static bodies.
Animatable bodies (for objects moving only by script or animation, such as doors and platforms).
Rigid bodies.
Character bodies.
Vehicle bodies (intended for arcade physics, not simulation).
Joints.
Soft bodies.
Ragdolls.
Areas to detect bodies entering or leaving it.
Collision detection:
Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite plane).
Generate triangle collision shapes for any mesh from the editor.
Generate one or several convex collision shapes for any mesh from the editor.
Shaders
2D: Custom vertex, fragment, and light shaders.
3D: Custom vertex, fragment, light, and sky shaders.
Text-based shaders using ashader language inspired by GLSL.
Visual shader editor.
Support for visual shader plugins.
Scripting
General:
Object-oriented design pattern with scripts extending nodes.
Signals and groups for communicating between scripts.
Support forcross-language scripting.
Many 2D, 3D and 4D linear algebra data types such as vectors and transforms.
Syntax inspired by Python. However, GDScript isnot based on Python.
Syntax highlighting is provided on GitHub.
Use threads to perform asynchronous actionsor make use of multiple processor cores.
Packaged in a separate binary to keep file sizes and dependencies down.
Supports .NET 8 and higher.
Full support for the C# 12.0 syntax and features.
Supports Windows, Linux, and macOS. Since Godot 4.2, experimental support for Android and iOS is also available.
On the iOS platform only some architectures are supported:
arm64
.The web platform is currently unsupported. To use C# on that platform,consider Godot 3 instead.
Using an external editor is recommended to benefit from IDE functionality.
GDExtension (C, C++, Rust, D, ...):
When you need it, link to native libraries for higher performance and third-party integrations.
For scripting game logic, GDScript or C# are recommended if theirperformance is suitable.
Official GDExtension bindings forCandC++.
Use any build system and language features you wish.
Actively developed GDExtension bindings forD,Swift, andRustbindings provided by the community. (Some of these bindings may be experimental and not production-ready).
Audio
Features:
Mono, stereo, 5.1 and 7.1 output.
Non-positional and positional playback in 2D and 3D.
Optional Doppler effect in 2D and 3D.
Support for re-routableaudio buses and effectswith dozens of effects included.
Support for polyphony (playing several sounds from a single AudioStreamPlayer node).
Support for random volume and pitch.
Support for real-time pitch scaling.
Support for sequential/random sample selection, including repetition preventionwhen using random sample selection.
Listener2D and Listener3D nodes to listen from a position different than the camera.
Support forprocedural audio generation.
Audio input to record microphones.
MIDI input.
No support for MIDI output yet.
APIs used:
Windows: WASAPI.
macOS: CoreAudio.
Linux: PulseAudio or ALSA.
Import
Support forcustom import plugins.
Formats:
Images: SeeImporting images.
Audio:
WAV with optional IMA-ADPCM compression.
Ogg Vorbis.
MP3.
3D scenes: SeeImporting 3D scenes.
glTF 2.0(recommended).
.blend
(by calling Blender's glTF export functionality transparently).FBX (by callingFBX2glTF transparently).
Collada (.dae).
Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene).
Support for loading glTF 2.0 scenes at runtime, including from an exported project.
3D meshes useMikktspace to generate tangentson import, which ensures consistency with other 3D applications such as Blender.
Input
Input mapping system using hardcoded input eventsor remappable input actions.
Axis values can be mapped to two different actions with a configurable deadzone.
Use the same code to support both keyboards and gamepads.
Keyboard input.
Keys can be mapped in "physical" mode to be independent of the keyboard layout.
Mouse input.
The mouse cursor can be visible, hidden, captured or confined within the window.
When captured, raw input will be used on Windows and Linux tosidestep the OS' mouse acceleration settings.
Gamepad input (up to 8 simultaneous controllers).
Pen/tablet input with pressure support.
Navigation
Networking
Low-level TCP networking usingStreamPeer andTCPServer.
Low-level UDP networking usingPacketPeer andUDPServer.
Low-level HTTP requests usingHTTPClient.
High-level HTTP requests usingHTTPRequest.
Supports HTTPS out of the box using bundled certificates.
High-level multiplayer API using UDP and ENet.
Automatic replication using remote procedure calls (RPCs).
Supports unreliable, reliable and ordered transfers.
WebSocket client and server, available on all platforms.
WebRTC client and server, available on all platforms.
Support forUPnP to sidestep the requirement to forward portswhen hosting a server behind a NAT.
Internationalization
Full support for Unicode including emoji.
Store localization strings usingCSVorgettext.
Support for generating gettext POT and PO files from the editor.
Use localized strings in your project automatically in GUI elements or byusing the
tr()
function.Support for pluralization and translation contexts when using gettext translations.
Support forbidirectional typesetting,text shaping and OpenType localized forms.
Automatic UI mirroring for right-to-left locales.
Support for pseudolocalization to test your project for i18n-friendliness.
Windowing and OS integration
Spawn multiple independent windows within a single process.
Move, resize, minimize, and maximize windows spawned by the project.
Change the window title and icon.
Request attention (will cause the title bar to blink on most platforms).
Fullscreen mode.
Uses borderless fullscreen by default on Windows for fast alt-tabbing,but can optionally use exclusive fullscreen to reduce input lag.
Borderless windows (fullscreen or non-fullscreen).
Ability to keep a window always on top.
Global menu integration on macOS.
Execute commands in a blocking or non-blocking manner (including runningmultiple instances of the same project).
Open file paths and URLs using default or custom protocol handlers (if registered on the system).
Parse custom command line arguments.
Any Godot binary (editor or exported project) can beused as a headless serverby starting it with the
--headless
command line argument.This allows running the engine without a GPU or display server.
Mobile
XR support (AR and VR)
Out of the boxsupport for OpenXR.
Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.
Support forAndroid-based headsets using OpenXR through a plugin.
Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1.
Other devices supported through an XR plugin structure.
Various advanced toolkits are available that implement common features required by XR applications.
GUI system
Godot's GUI is built using the same Control nodes used to make games in Godot.The editor UI can easily be extended in many ways using add-ons.
Nodes:
Buttons.
Checkboxes, check buttons, radio buttons.
Text entry usingLineEdit (single line) andTextEdit (multiple lines).TextEdit also supports code editing features such as displaying line numbersand syntax highlighting.
Dropdown menus usingPopupMenu andOptionButton.
Scrollbars.
Labels.
RichTextLabel fortext formatted using BBCode,with support for animated custom effects.
Trees (can also be used to represent tables).
Color picker with RGB and HSV modes.
Controls can be rotated and scaled.
Sizing:
Anchors to keep GUI elements in a specific corner, edge or centered.
Containers to place GUI elements automatically following certain rules.
Stack layouts.
Grid layouts.
Flow layouts (similar to autowrapping text).
Margin,centeredandaspect ratio layouts.
Draggable splitter layouts.
Scale tomultiple resolutions using the
canvas_items
orviewport
stretch modes.Support any aspect ratio using anchors and the
expand
stretch aspect.
Theming:
Built-in theme editor.
Generate a theme based on the current editor theme settings.
Procedural vector-based theming usingStyleBoxFlat.
Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing.
Texture-based theming usingStyleBoxTexture.
Godot's small distribution size can make it a suitable alternative to frameworkslike Electron or Qt.
Animation
Direct kinematics and inverse kinematics.
Support for animating any property with customizable interpolation.
Support for calling methods in animation tracks.
Support for playing sounds in animation tracks.
Support for Bézier curves in animation.
File formats
Scenes and resources can be saved intext-based or binary formats.
Text-based formats are human-readable and more friendly to version control.
Binary formats are faster to save/load for large scenes/resources.
Read and write text or binary files usingFileAccess.
Can optionally be compressed or encrypted.
Read and writeJSON files.
Read and write INI-style configuration files usingConfigFile.
Can (de)serialize any Godot datatype, including Vector2/3, Color, ...
Read XML files usingXMLParser.
Load and save images, audio/video, fonts and ZIP archivesin an exported project without having to go through Godot's import system.
Pack game data into a PCK file (custom format optimized for fast seeking),into a ZIP archive, or directly into the executable for single-file distribution.
Export additional PCK files that can be readby the engine to support mods and DLCs.
Miscellaneous
Video playback with built-in support for Ogg Theora.
Movie Maker mode to record videos from a runningproject with synchronized audio and perfect frame pacing.
Low-level access to servers which allows bypassingthe scene tree's overhead when needed.
Command line interface for automation.
Export and deploy projects using continuous integration platforms.
Shell completion scriptsare available for Bash, zsh and fish.
Print colored text to standard output on all platforms usingprint_rich.
Support forC++ modules statically linkedinto the engine binary.
Engine and editor written in C++17.
Can becompiled using GCC,Clang and MSVC. MinGW is also supported.
Friendly towards packagers. In most cases, system libraries can be usedinstead of the ones provided by Godot. The build system doesn't download anything.Builds can be fully reproducible.
Licensed under the permissive MIT license.
Open development process withcontributions welcome.
See also
TheGodot proposals repositorylists features that have been requested by the community and may be implementedin future Godot releases.