This page is our wishlist: it details the improvements that we consider most important to make the Godot Engine a better tool for its users. The items were created by talking to the volunteer maintainers for each area about the current state of things, their personal goals, and what kind of contributions they are looking for.

As with any wishlist, these points are an idealized version of what is to come in the project’s future. To realize them, we will need the support from you, whether you are a representative for a company looking to sponsor Godot or a game developer capable to contribute to the codebase directly. The Godot Engine has always been a community effort — there is only so much ground we can cover with Godot Foundation contractors at the moment.

We hope that by publishing this list, we can align our communal efforts: by showcasing which areas need to see improvements the most and what the next steps would be for anyone taking action. Let this list be an indicator of…

  1. what kind of contractors we would like to hire if donations increase,
  2. what areas are ripe with good first issues for new contributors, and
  3. where corporate sponsors could lend a helping hand

Core

unfold_more unfold_less
  • Overhaul addon startup

    unfold_more unfold_less

    As the community grows and uses more and more add-ons, we found out that the current add-on startup logic is reaching its limits, as sometimes, you need to reload the editor for new add-ons to work. That’s why we intend to overhaul it to make the experience seamless.

    info
    Note

    Some research and optimization is needed for the editor file system access. We need to optimize all file access extensions. Ultimately, we need to rethink the current system in order to overhaul it.

  • Reliable headless command line export

    unfold_more unfold_less

    As bigger projects often rely on CI (continuous integration) to test and deploy their projects, they need to be able to export games from lean environments that don’t implement a graphical interface (headless). For this, we need to make headless command line export more reliable, as there’s currently some issues that prevent it from working flawlessly.

  • Improve performance of scene multithreading

    unfold_more unfold_less

    We put a lot of effort lately to add ways to split the work of nodes into multiple threads. This can lead to great leaps in terms of performance. Unfortunately, many nodes are structured in a way that makes it difficult for them to take advantage of multiple threads. We need to audit our current nodes and fix the ones that are relying on being single threaded.

    info
    Note

    As part of this work we need to create high quality tests and benchmarks. Both to ensure that we do not break anything, but also to validate the performance improvements.

  • Make optimizations throughout the core

    unfold_more unfold_less

    Much of the engine would benefit from a careful evaluation of the current performance bottlenecks and improvements to ensure that it is running as fast as possible. Godot 4.0 drastically improved the overall architecture of Godot, but there is still a lot of legacy code that is not benefitting from the architectural improvements. We need to seek out those areas and fix them.

    info
    Note

    To aid in this, we want to create more educational materials on profiling performance issues (both for CPU and GPU workloads).

  • Create more benchmarks

    unfold_more unfold_less

    In order to make the best decisions, we need to rely on measurable data. In order to be able to do this, we need to create more benchmarks. It gives the added benefit over time that we can spot regressions more easily, together with unit tests, as we started lately to track performance of nightly builds.

    info
    Note

    We do have a public benchmark page! You can follow Godot’s main branch performance on the following website:

    https://benchmarks.godotengine.org/

Physics

unfold_more unfold_less
  • Integrate Jolt as the default 3D physics engine

    unfold_more unfold_less

    Jolt is an open-source (MIT licensed) modern, multi core friendly rigid body physics and collision detection library, tailor-made for video games. We want to make it available to users by default, the current GodotPhysics 3D engine would still be available as an option.

  • Adapt the way Godot exposes physics to mirror Jolt

    unfold_more unfold_less

    As much as our nodes are made to be compatible with multiple physics engines, the existing integration of Jolt (via the godot-jolt add-on) is not optimal, as there are numerous features that can’t be implemented in Godot due to the current way the system works. In addition to integrating Jolt as the default 3D physics engine, we want to modernize our node bindings in order to fully exploit the new library.

Rendering

unfold_more unfold_less
  • Overhaul SDFGI to improve performance and quality

    unfold_more unfold_less

    We’re really proud of our in-house technology for global illumination, but we think that we can push performance and quality even further. This is a long-term effort, but is something we are very excited about and would like to see finished.

  • Significantly improve post processing effects and add common effects

    unfold_more unfold_less

    Post processing effects are a weak spot in Godot’s renderer. The performance and quality are both worse than we would like. We want to overhaul or replace most of our post processing effects in order to achieve both better performance and higher quality.

  • Add a rendering compositor to allow controlling render pass order

    unfold_more unfold_less

    The goal of the rendering compositor is to give users fine control over the order of rendering operations and allow them to implement more custom behavior within the renderer.

  • Enhance graphics debugging including VRAM debugging and better information from the current profiler

    unfold_more unfold_less

    Debugging and profiling are necessary tools to release high-fidelity games. Right now Godot’s debugging and profiling tools are relatively basic and unpolished. We want to make it easier to diagnose rendering issues and pinpoint performance problems instead of users having to rely on guessing and checking.

  • Add shader templates to allow overriding the built-in shaders

    unfold_more unfold_less

    Shader templates can be used to have full control over the shaders used to render your assets. This allows you to both optimize your shader by removing unnecessary parts and to dramatically change your shader by adding custom behavior.

  • Implement texture and mesh streaming

    unfold_more unfold_less

    This feature would enable the streaming of assets to progressively load scenes, textures, and models in order to boost performance and loading times.

  • Expose a ray tracing API and eventually use it for built in effects

    unfold_more unfold_less

    Hardware ray tracing is slowly becoming more widespread. Soon it will be common for all desktop computers to support hardware ray tracing and soon after mobile devices will as well. We want to expose an API for hardware ray tracing through our RenderingDevice so that users can begin to make use of it. Then, eventually, we want to use that API to leverage hardware ray tracing in the Forward+ renderer.

  • Add a deferred renderer

    unfold_more unfold_less

    Deferred rendering is a technique that can be used to increase performance in certain situations at the cost of flexibility. As Godot users create more complex games, we are seeing more games that would benefit from trading the flexibility that comes with our current renderer for more performance.

  • Overhaul LightmapGI to improve baking workflow, performance, and features

    unfold_more unfold_less

    LightmapGI needs a lot of polish and improvements for us to meet the goals we have set for it. Baking times are slower than we want and it often takes too much manual effort to get bakes to achieve the quality that users need.

  • Implement WebGPU backend for web exports

    unfold_more unfold_less

    WebGPU is a new and modern API that offers direct access to GPUs, exposing features that are not otherwise available on the web. Once WebGPU is supported, it will be possible to export high-fidelity Forward+ and Mobile projects to the Web.

Animation

unfold_more unfold_less
  • Improve and polish new SkeletonModifier3D

    unfold_more unfold_less

    The SkeletonModifier3D abstract node introduced in 4.3 helps users to modify and add new functionality to bones via script. We want to build upon that new structure to add new features to it.

    info
    Note

    We identified at least two features that we wish to add

    • Add a bone constraint (based on the Blender spec)
    • Add spring bones (based on the VRM1 spec)
  • Overhaul Skeleton2D animation

    unfold_more unfold_less

    While the experience of dealing with 3D skeletons improved greatly upon the years, the same cannot be said of the 2D one. Our wish is to overhaul Skeleton2D animation in order to make it easier to animate and develop complex 2D figures.

Editor

unfold_more unfold_less
  • Make the editor resilient to files changed/added externally

    unfold_more unfold_less

    Godot doesn’t know how to handle project file changes that happen on non-imported files, such as scripts, when it happens outside of the editor. This can be a common occurrence for users that use an external code editor. This can lead to numerous errors and inconveniences, such as scenes refusing to load. We intend to make this a relic of the past.

    info
    Note

    We introduced recently UIDs to non-imported files, such as scripts, in Godot 4.4.dev5. We need testing though to fully make sure that it solves our issues.

  • Provide some way to access internal subresources of imported scenes

    unfold_more unfold_less

    Some file formats are actually containers that hold multiple resources. FBX and GLTF files are one of these, as they not only contain 3D models, but also can contain animations and textures. Currently, the only way to expose these resources is to tell the editor to pull these out on import.

    We are thinking about providing a way to users to access internal subresources.

  • Implement GDScript refactoring tools

    unfold_more unfold_less

    A lot of modern IDEs offer refactoring tools in order to rename variables and symbols across the codebase. We intend to add this feature to our internal GDScript code editor.

  • Implement editor support for creating/updating source code for GDExtensions

    unfold_more unfold_less

    Right now the editor is not able to open or edit GDExtension classes. It effectively treats them like binary blobs. We want to make opening and editing GDExtension classes easier to do from within the engine and provide some of the comforts from regular scripting to GDExtension.

Asset import & export

unfold_more unfold_less
  • Improve compatibility with Blender

    unfold_more unfold_less

    As Blender is both a FOSS and a very popular 3D editor choice by the majority of our users, it makes sense to improve compatibility with it. You can already import .blend files, but it’s limited to models, textures, lights, and cameras.

    Godot imports .blend files by calling into Blender and asking Blender to export a .gltf file, which Godot then imports. Therefore, everything we want to export from Blender needs to be exported to the glTF data, including glTF extensions, and then Godot needs to import those, all in order for that data to make its way to Godot.

    info
    Note

    For materials, Khronos has a selection of material extensions. Improving compatibility with Blender materials will require Blender exporting data using these extensions, and then Godot adding support for it.

    info
    Note

    For constraints, VRM has a series of glTF extensions that add feature to glTF, including VRMC_node_constraint which adds aim, roll, and rotation constraints. However, note that Khronos and VRM recently announced a collaboration, so some of this functionality may end up being replaced by Khronos extensions. Also, users do not have to wait if they want this feature - a GDScript implementation of VRM is available thanks to @lyuma.

  • Improve import dialog to provide more control over imported resources

    unfold_more unfold_less

    Godot currently has an advanced import dialogue which allows you to tweak many properties while importing assets. We want to polish and expand this dialogue to be more powerful. At the very least we would like to improve the preview lighting, expose more tools for material editing, and expose many more common properties.

  • Add preview icons on imported scenes

    unfold_more unfold_less

    Currently, imported scenes (such as .glb, .fbx, and .blender files) show the scene icon in the FileSystem tab, making it difficult to filter out these files. Showing a preview icon of the scene would greatly help users in their workflow.

  • Improve importer performance

    unfold_more unfold_less

    As users create larger games with more assets, we need to continue improving the performance of our importer to ensure that users spend as little time waiting for import as possible.

  • Make scene inheritance more robust

    unfold_more unfold_less

    Scene inheritance is the concept of creating a scene based on an existing one. It is a feature that should work well in theory, but can be quite finicky in reality.

    info
    Note

    One idea is to give nodes unique IDs. See KhronosGroup/glTF#2337.

Platforms

unfold_more unfold_less
  • Add screen reader support using AccessKit integration

    unfold_more unfold_less

    AccessKit offers a cross-platform way to implement accessibility features for UI toolkits, such as Godot. Integrating screen reader support into Godot will offer us and game developers opportunities to make more accessible products, such as the Godot Editor itself or games made with Godot.

  • Investigate delays in Window creation

    unfold_more unfold_less

    It is known that compared to Godot 3.x, there’s some delays while creating new Window, especially on Windows.

  • Distribute separate debug symbols

    unfold_more unfold_less

    Debug symbols allow developers to obtain more information when Godot crashes or logs an error. Currently, developers will only have debug symbols if they compile the engine from scratch. By distributing debug symbols for the official builds, developers would be able to easily diagnose crashes without making a custom build of the engine.

    info
    Note

    For all platforms that support separated debug symbols.

  • Improve gamepad support

    unfold_more unfold_less

    We often receive issue reports about gamepad support, as the numbers of gamepads never cease to increase. As we wish to support as many input devices as possible, we want to work towards better support.

    info
    Note

    We need to investigate how we can do this. One way would be to incorporate more code from SDL, or to integrate SDL_input directly in the engine.

  • Improve behavior of multiple monitors with different resolutions and DPI scaling factors

    unfold_more unfold_less

    Godot games should be able to seamlessly work when dragged across multiple monitors even when the monitors have different resolutions and DPI scaling factors.

Android

unfold_more unfold_less
  • Improve debugging of reports from the Google Play console

    unfold_more unfold_less

    When your game launches on Google Play, you will start to get automated reports from players highlighting issues like freezes, crashes, or poor performance. Right now that information is hard to make sense of due to the lack of debug symbols. We want to make it easier for users to utilize these reports either by providing debug symbols, or streamlining the process for developers to upload debug symbols themselves.

  • Add support for external textures for AR Core

    unfold_more unfold_less

    External textures are textures where their data comes from an external source. For AR, it means getting the camera feed (or anything that can be rendered) from the host operating system and displaying it over in Godot.

Linux/BSDs

unfold_more unfold_less
  • Multi window support for Wayland compositor

    unfold_more unfold_less

    Right now the Wayland compositor is limited to making use of a single window. In order to achieve parity with other platforms, we need to add support for creating multiple windows.

Web

unfold_more unfold_less
  • Improve Web export size

    unfold_more unfold_less

    As Godot grows in features, it also grows in size. Web games need to be as small as possible and the size of the engine is becoming a pain point for web games. We need to find ways to reduce the binary size as much as possible and provide tools to developers to easily cut features and reduce the size further.

  • Improve loading time for web builds

    unfold_more unfold_less

    Currently, if no specific steps are taken by the game developer, resources for a game on the Web are bundled into one single .pck file. As users need to download the entire game’s assets at front, we need to find a better way to split the loading throughout the game, only when needed. This would greatly improve the starting time of the game.

    info
    Note

    We need to investigate ways to solve the issue. We think a custom asynchronous filesystem could fix the issue, downloading files individually when needed.

  • Customizing engine builds by detecting used features from a project

    unfold_more unfold_less

    For most platforms, the current official Godot builds suffice. Games may not use every feature the build has under the hood, but storage is usually not an issue. But Web platform games require the developer to optimize the load size (as bandwidth can be limited) and the load speed (Internet speed can vary).

    We are investigating how we can reduce the build size, starting by offering an easy way to the users to customize their builds.

    info
    Note

    We’re thinking (out loud) about:

    • investigating the gains possible by customizing the engine builds
    • documenting the “Edit Compilation Configuration Profile” tool offered in the Editor
    • finding a way to offer more official Web exports
  • Continue to improve compatibility across devices and browsers

    unfold_more unfold_less

    Before 4.3’s introduction of single-threaded builds, we had some compatibility issues, especially on macOS and iOS devices. The problem is maybe less important than it once was, but we continue to be alert about compatibility issues that can exist now or at any point in the future.

XR

unfold_more unfold_less
  • Enhance OpenXR action map to support binding modifier

    unfold_more unfold_less

    OpenXR’s action map is similar to Godot’s input map, in that it allows mapping inputs to in-game actions. We’d like to enhance Godot’s support of OpenXR action maps by allowing the developer to apply modifiers to the actions, such as setting thresholds, enabling haptics, or converting analog inputs (like thumbsticks and trackpads) to D-Pad-like actions.

  • Make action map system available to WebXR

    unfold_more unfold_less

    OpenXR uses the “OpenXR action map system” for handling input, whereas WebXR (and any other XR SDKs added via GDExtension) will use their own way of handling input. This complicates making a game that will work on both OpenXR and WebXR. We’d like to add a generalized XR action map system, which will use the OpenXR action map system on OpenXR, but provide a fallback implementation that can be used with any XR SDK.

    info
    Note

    And eventually other platforms.

  • Add OpenXR support for DirectX12 and Metal

    unfold_more unfold_less

    Currently, when using OpenXR, you can use the Compatibility renderer or the Forward+ and Mobile renderers, but only when using Vulkan. We want to add support for DirectX12 and Metal so that users on all platforms can benefit from OpenXR.

  • Move Khronos loader support from our vendor plugin to the core of the Godot

    unfold_more unfold_less

    The end goal is the ability to deploy Godot XR applications made with the executable downloaded from the website on any Android OpenXR conformant device.

    info
    Note

    The Vendor plugin should only be required to use vendor specific features.

    info
    Note

    As part of this we will add support for Android to use the Khronos loader.

  • Add support for render models (i.e. displaying the correct controllers and other peripherals)

    unfold_more unfold_less

    This feature is already supported for the Meta vendor solution. Once a core API is becoming available in OpenXR, we intend to adopt this feature quickly.

  • Continue development of the Godot XR Tools library

    unfold_more unfold_less

    The Godot XR Tools library offers out of the box locomotion and interaction solutions built on top of Godot’s core functionality. We intend to continue developing these tools.

Scripting

unfold_more unfold_less
  • Implement namespaces for scripting languages

    unfold_more unfold_less

    One of the main complaints of the GDScript language is the lack of namespaces. A namespace is a way to group code by a common name. This permits the reuse of classes using the same name, as long as they can be differentiated by their namespace.

    But the problem can be found with .NET and GDExtension too. The problem occurs at the registration phase of classes in our internal database.

    With namespaces, plugin developers could use their own class names without worrying about clashing with users’ internal ones.

GDScript

unfold_more unfold_less
  • Polish and ensure that class_name is robust and works in all cases

    unfold_more unfold_less

    class_name is an handy feature. It permits the user to name their classes and refer to it directly instead of having to preload the class using its path.

    Unfortunately, using class_name comes with a few caveats. We do hope to fix these issues in order to give users a better experience with this feature.

  • Improve performance via compilation

    unfold_more unfold_less

    While GDScript is fast enough to operate as glue between nodes and program basic logic, its performance is lackluster when it comes to pure data crunching. We would like to improve the processing capabilities of the language and its run-time.

    info
    Note

    We’re currently investigating whether to compile GDScript, or to use AOT (ahead-of-time) or JIT (just-in-time) compilation techniques.

  • Add traits to GDScript

    unfold_more unfold_less

    The main way to reuse code when writing code in GDScript is to use inheritance. While it works well for the most part, it leaves developers to rewrite a lot of code when that method cannot be used. So traits is the path we’re going forward to solve that issue.

.NET

unfold_more unfold_less
  • Enable users to export their C# projects on the Web

    unfold_more unfold_less

    The technology stars seem to align in order to enable us to export C# projects on the Web. We fully intend to make this a reality as soon as possible.

  • Deprecate .NET Godot builds for a .NET plugin

    unfold_more unfold_less

    For the time being, users are required to download an entirely separate Godot build in order to use C# features. With our new upcoming .NET module, we intend to support C# with a simple plugin.

    Everyone wins, as users won’t have to choose a special version to run C#. It reduces the number of builds on our side by half. Also, it will simplify .NET maintenance.

  • Host a .NET-specific documentation website

    unfold_more unfold_less

    While the API documentation is complete, it currently lacks a specific .NET API. Both for newcomers and experienced users, it can be difficult or imprecise to translate the GDScript/C++ API to C#.

    We intend to host a new website that will host an API documentation oriented for .NET users.

GDExtension

unfold_more unfold_less
  • Allow compiling Godot as a library that can be loaded and used by other applications

    unfold_more unfold_less

    Currently, the engine’s capabilities are only accessible if the application itself is a Godot application. However, there are many situations where an application might want to use Godot as an intermediary. One case would be an application that uses native OS API for it’s UI, but needs Godot to render a complex 3D scene. Our goal is to make Godot available as a library to expand the possible uses of the engine.

    info
    Note

    This feature is better known as “LibGodot”.

  • Allow GDExtensions to communicate with one another

    unfold_more unfold_less

    GDExtension was created to allow developers to create extensions as if they were coding a module directly in Godot’s source code. Currently, modules can depend on one another, but this is not yet possible for extensions. We aim to expose the necessary API to be able to. So, for example, an extension built with godot-rust would be able to extend an extension built with godot-cpp.

  • Add the ability to enable/disable GDExtensions in project settings

    unfold_more unfold_less

    For the time being, there’s no way to disable a GDExtension from a project without deleting the related files themselves. We plan to create a dialog akin to the Plugin tab in the Project settings in order to easily enable and disable GDExtensions.