news

C# support on Android

By: Ignacio Roldán Etcheverry Jul 12 - 2019

Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.

Maintenance release: Godot 2.1.6

By: Rémi Verschelde Jul 11 - 2019

Godot 2.1.6 is a maintenance update for users of Godot's older 2.1 stable branch. It fixes a few platform-specific bugs, and updates Android and iOS export templates to match new requirements of Google Play and the Apple Store.

Godot 3.2 ARVR update

By: Bastiaan Olij Jul 11 - 2019

Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.

Vulkan progress report #1

By: Juan Linietsky Jul 01 - 2019

While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.

WebRTC support, progress report #3

By: Fabio Alessandrelli Jun 19 - 2019

WebRTC for the High Level Multiplayer API is here! Featuring a fully peer to peer mesh network. Documentation is now available for WebRTC classes, a tutorial and two new demos has been added.

Let's complete the docs: Godot 3.2 Docs Sprint

By: Nathan GDquest Jun 07 - 2019

We're starting a series of docs sprints once again to make Godot's reference and documentation as good as they can be! Together, we can improve everyone's experience using the engine.

Dev snapshot: Godot 2.1.6 RC 1

By: Rémi Verschelde Jun 04 - 2019

It's been a long time since our previous release in the 2.1 branch! The upcoming 2.1.6 release is intended to address new requirements from Google Play and Apple store, as well as update thirdparty libraries to recent versions to fix known security vulnerabilities (in particular in libpng and openssl).

Major update for Visual Shaders in Godot 3.2

By: Yuri Roubinsky May 22 - 2019

With the Godot 3.1 release, the Visual Shader editor was recreated from the ashes of its Godot 2.x ancestor. While usable and packed with visual features, Visual Shaders lacked many features from their Shader (script) big brother. A new update has been prepared for Godot 3.2 to solve this problem.

WebRTC support, progress report #2

By: Fabio Alessandrelli May 21 - 2019

Godot's WebRTC interface is getting STUN/TURN support, and now allows you to create multiple reliable or unreliable data channels. WebRTC GDNative support for non-HTML5 platforms can now works as a drop-in library without any extra configuration. Some hints on incoming multiplayer support.

Maintenance release: Godot 3.1.1

By: Hein-Pieter van Braam Apr 27 - 2019

Godot 3.1.1-stable is released, the first maintenance release of the 3.1 series. In this release we've fixed an important security issue related to networking, added some nice quality of life improvements to the animation editor, and fixed several bugs.

Godot 3.2 will get a new Android plugin system

By: Juan Linietsky Apr 24 - 2019

Godot has the simplest and most efficient Android deploy system you can find in any game engine. With a single click, your project is runing on the phone. With a single option (network fs deploy) your gigabyte-sized project is running on your device in mere seconds. You can use the editor to debug your running game while it runs on your device and you can make changes in the scenes or scripts and they will reflect in real-time in your phone or tablet. The big drawback, however, was that adding plugins was a pain in the butt.

Release candidate: Godot 3.1.1 RC 1

By: Hein-Pieter van Braam Apr 23 - 2019

Welcome to Godot 3.1.1-rc1. In this release candidate we fix a security issue, add many nice new features, and fix many bugs. Please test and let us know how we did!

WebRTC support, progress report #1

By: Fabio Alessandrelli Apr 19 - 2019

Godot is getting some WebRTC love! Experimental support is available in current master branch, enabling low latency networking in HTML5/WebAssembly exports, and initial desktop platforms support via GDNative. The API is still experimental but will become stable in the next few months.

Atlas support returns to Godot 3.2

By: Juan Linietsky Apr 19 - 2019

With the import system rewrite in Godot 3.0, the ability to import atlases was lost. Using atlases is not as common nowadays, given the processing power of desktop and devices has increased a lot, but there are many use cases where this may be worth it. Godot 3.2 will bring back support for it.

Announcing the Godot 2019 showreel

By: Juan Linietsky Apr 16 - 2019

Another year, another showreel. As every year, the amount of quality games being created by Godot has increased significantly (as did the amount of submissions).