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- :allow_comments: False
- .. _doc_list_of_features:
- List of features
- ================
- This page aims to list **all** features currently supported by Godot.
- .. note::
- This page lists features supported by the current stable version of
- Godot. Some of these features are not available in the
- `3.x release series <https://docs.godotengine.org/en/3.6/about/list_of_features.html>`__.
- Platforms
- ---------
- .. seealso::
- See :ref:`doc_system_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 compiled
- on an old enough base distribution.
- - Official binaries are compiled using the
- `Godot Engine buildroot <https://github.com/godotengine/buildroot>`__,
- allowing for binaries that work across common Linux distributions.
- - Android (editor support is experimental).
- - :ref:`Web browsers <doc_using_the_web_editor>`. Experimental in 4.0,
- using Godot 3.x is recommended instead when targeting HTML5.
- **Runs exported projects:**
- - iOS.
- - :ref:`Consoles <doc_consoles>`.
- Godot aims to be as platform-independent as possible and can be
- :ref:`ported to new platforms <doc_custom_platform_ports>` with relative ease.
- .. note::
- Projects written in C# using Godot 4 currently cannot be exported to the
- web platform. To use C# on that platform, consider Godot 3 instead.
- Android and iOS platform support is available as of Godot 4.2, but is
- experimental and :ref:`some limitations apply <doc_c_sharp_platforms>`.
- Editor
- ------
- **Features:**
- - Scene tree editor.
- - Built-in script editor.
- - Support for :ref:`external script editors <doc_external_editor>` such as
- Visual Studio Code or Vim.
- - GDScript :ref:`debugger <doc_debugger_panel>`.
- - Support for debugging in threads is available since 4.2.
- - Visual profiler with CPU and GPU time indications for each step of the
- rendering pipeline.
- - Performance monitoring tools, including
- :ref:`custom performance monitors <doc_custom_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 the
- :ref:`asset library <doc_what_is_assetlib>` to extend editor functionality.
- - :ref:`Create your own plugins <doc_making_plugins>` using GDScript to add new
- features or speed up your workflow.
- - :ref:`Download projects from the asset library <doc_using_assetlib_editor>`
- in 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 uses **Vulkan**, **Direct3D 12**,
- or **Metal** as the rendering driver, and it uses the **RenderingDevice** backend.
- - **Mobile**. Fewer features, but renders simple scenes faster. Suited for mobile
- and desktop platforms. Used by default on mobile platforms. This renderer uses
- **Vulkan**, **Direct3D 12**, or **Metal** as the rendering driver, and it uses
- the **RenderingDevice** backend.
- - **Compatibility**, sometimes called **GL Compatibility**. The least advanced
- renderer, suited for low-end desktop and mobile platforms. Used by default on
- the web platform. This renderer uses **OpenGL** as the rendering driver.
- See :ref:`doc_renderers` for a detailed comparison of the rendering methods.
- 2D graphics
- -----------
- - Sprite, polygon and line rendering.
- - High-level tools to draw lines and polygons such as
- :ref:`class_Polygon2D` and :ref:`class_Line2D`, with support for texturing.
- - AnimatedSprite2D as a helper for creating animated sprites.
- - Parallax layers.
- - Pseudo-3D support including preview in the editor.
- - :ref:`2D lighting <doc_2d_lights_and_shadows>` 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-time :abbr:`SDF (Signed Distance Field)`
- representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes,
- which can be used for improved 2D lighting effects including 2D global illumination.
- - :ref:`Font rendering <doc_gui_using_fonts>` using bitmaps, rasterization using FreeType
- or 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 lacks
- those 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 without
- requiring re-rasterization. Multi-channel usage makes SDF fonts scale down
- to lower sizes better compared to monochrome SDF fonts.
- - GPU-based :ref:`particles <doc_particle_systems_2d>` with support for
- :ref:`custom particle shaders <doc_particle_shader>`.
- - CPU-based particles.
- - Optional :ref:`2D HDR rendering <doc_environment_and_post_processing_using_glow_in_2d>`
- for better glow capabilities.
- 2D tools
- --------
- - :ref:`TileMaps <doc_using_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.
- - :ref:`2D geometry helper class <class_Geometry2D>`.
- 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 improve
- performance in complex scenes by reducing the cost of overdraw.
- - :ref:`doc_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 through
- the 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 are
- rendered 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 can
- be displayed per mesh resource. Baked lighting can be used to overcome this limit
- if 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 of
- visible shadow acne and peter-panning.
- - :abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the
- light size and distance from the surface the shadow is cast on.
- - Adjustable shadow blur on a per-light basis.
- **Global illumination with indirect lighting:**
- - :ref:`Baked lightmaps <doc_using_lightmap_gi>` (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 light
- baking setups.
- - Supports lighting dynamic objects using automatic and manually placed probes.
- - Optionally supports directional lighting and rough reflections based on spherical
- harmonics.
- - Lightmaps are baked on the GPU using compute shaders (much faster compared
- to CPU lightmapping). Baking can only be performed from the editor,
- not in exported projects.
- - Supports GPU-based :ref:`denoising <doc_using_lightmap_gi_denoising>`
- with JNLM, or CPU/GPU-based denoising with OIDN.
- - :ref:`Voxel-based GI probes <doc_using_voxel_gi>`. Supports
- dynamic lights *and* dynamic occluders, while also supporting reflections.
- Requires a fast baking step which can be performed in the editor or at
- runtime (including from an exported project).
- - :ref:`Signed-distance field GI <doc_using_sdfgi>` designed for large open worlds.
- Supports dynamic lights, but not dynamic occluders. Supports reflections.
- No baking required.
- - :ref:`Screen-space indirect lighting (SSIL) <doc_environment_and_post_processing_ssil>`
- at half or full resolution. Fully real-time and supports any kind of emissive
- light source (including decals).
- - VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half
- resolution 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 visible
- on transparent surfaces, while rough SDF-based reflections are visible
- on 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 are
- rendered 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 mesh
- resource. When using the Compatibility renderer, up to 2 reflection probes can
- be displayed per mesh resource.
- **Decals:**
- - :ref:`Supports albedo <doc_using_decals>`, emissive, :abbr:`ORM (Occlusion Roughness Metallic)`,
- 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 on
- complex 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 are
- rendered 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 mesh
- resource.
- **Sky:**
- - Panorama sky (using an HDRI).
- - Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
- - Support for :ref:`custom sky shaders <doc_sky_shader>`, which can be animated.
- - The radiance map used for ambient and specular light can be updated in
- real-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, with
- separate controls for traditional and volumetric fog.
- - Support for making specific materials ignore fog.
- **Volumetric fog:**
- - Global :ref:`volumetric fog <doc_volumetric_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 field
- and real-time heightmap (suited for open world weather effects).
- - 2D particle collision is handled using a signed distance field generated in real-time
- based on :ref:`class_LightOccluder2D` nodes in the scene.
- - Trails can use the built-in ribbon trail and tube trail meshes, or custom
- meshes 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 be :ref:`used as a screen-space blur effect <doc_environment_and_post_processing_using_glow_to_blur_the_screen>`.
- - 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:**
- - Temporal :ref:`antialiasing <doc_3d_antialiasing>` (TAA).
- - AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing <doc_3d_antialiasing>` (FSR2),
- which can be used at native resolution as a form of high-quality temporal antialiasing.
- - Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :ref:`doc_3d_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 for :ref:`rendering 3D at a lower resolution <doc_resolution_scaling>`
- while keeping 2D rendering at the original scale. This can be used to improve
- performance on low-end systems or improve visuals on high-end systems.
- - Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution
- 1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2).
- - Texture mipmap LOD bias is adjusted automatically to improve quality at lower
- resolution scales. It can also be modified with a manual offset.
- Most effects listed above can be adjusted for better performance or to further
- improve quality. This can be helpful when
- :ref:`using Godot for offline rendering <doc_creating_movies>`.
- 3D tools
- --------
- - Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube.
- - :ref:`GridMaps <doc_using_gridmaps>` for 3D tile-based level design.
- - :ref:`Constructive solid geometry <doc_csg_tools>` (intended for prototyping).
- - Tools for :ref:`procedural geometry generation <doc_procedural_geometry>`.
- - 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.
- - :ref:`3D geometry helper class <class_Geometry3D>`.
- - Support for exporting the current scene as a glTF 2.0 file, both from the editor
- and 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 a :ref:`shader language inspired by GLSL <doc_shading_language>`.
- - 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 for :ref:`cross-language scripting <doc_cross_language_scripting>`.
- - Many 2D, 3D and 4D linear algebra data types such as vectors and transforms.
- :ref:`GDScript: <toc-learn-scripting-gdscript>`
- - :ref:`High-level interpreted language <doc_gdscript>` with
- :ref:`optional static typing <doc_gdscript_static_typing>`.
- - Syntax inspired by Python. However, GDScript is **not** based on Python.
- - Syntax highlighting is provided on GitHub.
- - :ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous actions
- or make use of multiple processor cores.
- :ref:`C#: <toc-learn-scripting-C#>`
- - Packaged in a separate binary to keep file sizes and dependencies down.
- - Supports .NET 6 and higher.
- - Full support for the C# 10.0 syntax and features.
- - Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android
- and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS).
- - On the Android platform only some architectures are supported: ``arm64`` and ``x64``.
- - 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 their
- performance is suitable.
- - Official GDExtension bindings for `C <https://github.com/godotengine/godot-headers>`__
- and `C++ <https://github.com/godotengine/godot-cpp>`__.
- - Use any build system and language features you wish.
- - Actively developed GDExtension bindings for `D <https://github.com/godot-dlang/godot-dlang>`__,
- `Swift <https://github.com/migueldeicaza/SwiftGodot>`__, and `Rust <https://github.com/godot-rust/gdextension>`__
- bindings 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-routable :ref:`audio buses <doc_audio_buses>` and effects
- with 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 prevention
- when using random sample selection.
- - Listener2D and Listener3D nodes to listen from a position different than the camera.
- - Support for :ref:`procedural audio generation <class_AudioStreamGenerator>`.
- - 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 for :ref:`custom import plugins <doc_import_plugins>`.
- **Formats:**
- - *Images:* See :ref:`doc_importing_images`.
- - *Audio:*
- - WAV with optional IMA-ADPCM compression.
- - Ogg Vorbis.
- - MP3.
- - *3D scenes:* See :ref:`doc_importing_3d_scenes`.
- - glTF 2.0 *(recommended)*.
- - ``.blend`` (by calling Blender's glTF export functionality transparently).
- - FBX (by calling `FBX2glTF <https://github.com/godotengine/FBX2glTF>`__ 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 use `Mikktspace <http://www.mikktspace.com/>`__ to generate tangents
- on import, which ensures consistency with other 3D applications such as Blender.
- Input
- -----
- - :ref:`Input mapping system <doc_input_examples>` using hardcoded input events
- or 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 to
- sidestep the OS' mouse acceleration settings.
- - Gamepad input (up to 8 simultaneous controllers).
- - Pen/tablet input with pressure support.
- Navigation
- ----------
- - A* algorithm in :ref:`2D <class_AStar2D>` and :ref:`3D <class_AStar3D>`.
- - Navigation meshes with dynamic obstacle avoidance in
- :ref:`2D <doc_navigation_overview_2d>` and :ref:`3D <doc_navigation_overview_3d>`.
- - Generate navigation meshes from the editor or at runtime (including from an exported project).
- Networking
- ----------
- - Low-level TCP networking using :ref:`class_StreamPeer` and :ref:`class_TCPServer`.
- - Low-level UDP networking using :ref:`class_PacketPeer` and :ref:`class_UDPServer`.
- - Low-level HTTP requests using :ref:`class_HTTPClient`.
- - High-level HTTP requests using :ref:`class_HTTPRequest`.
- - Supports HTTPS out of the box using bundled certificates.
- - :ref:`High-level multiplayer <doc_high_level_multiplayer>` API using UDP and ENet.
- - Automatic replication using remote procedure calls (RPCs).
- - Supports unreliable, reliable and ordered transfers.
- - :ref:`WebSocket <doc_websocket>` client and server, available on all platforms.
- - :ref:`WebRTC <doc_webrtc>` client and server, available on all platforms.
- - Support for :ref:`UPnP <class_UPNP>` to sidestep the requirement to forward ports
- when hosting a server behind a NAT.
- Internationalization
- --------------------
- - Full support for Unicode including emoji.
- - Store localization strings using :ref:`CSV <doc_internationalizing_games>`
- or :ref:`gettext <doc_localization_using_gettext>`.
- - Support for generating gettext POT and PO files from the editor.
- - Use localized strings in your project automatically in GUI elements or by
- using the ``tr()`` function.
- - Support for pluralization and translation contexts when using gettext translations.
- - Support for :ref:`bidirectional typesetting <doc_internationalizing_games_bidi>`,
- 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 running
- multiple 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 be
- :ref:`used as a headless server <doc_exporting_for_dedicated_servers>`
- by starting it with the ``--headless`` command line argument.
- This allows running the engine without a GPU or display server.
- Mobile
- ------
- - In-app purchases on :ref:`Android <doc_android_in_app_purchases>`
- and :ref:`iOS <doc_plugins_for_ios>`.
- - Support for advertisements using third-party modules.
- XR support (AR and VR)
- ----------------------
- - Out of the box :ref:`support for OpenXR <doc_setting_up_xr>`.
- - Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link.
- - Support for :ref:`Android-based headsets <doc_deploying_to_android>` 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 using :ref:`class_LineEdit` (single line) and :ref:`class_TextEdit` (multiple lines).
- TextEdit also supports code editing features such as displaying line numbers
- and syntax highlighting.
- - Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`.
- - Scrollbars.
- - Labels.
- - RichTextLabel for :ref:`text formatted using BBCode <doc_bbcode_in_richtextlabel>`,
- 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.
- - :ref:`Stack <class_BoxContainer>` layouts.
- - :ref:`Grid <class_GridContainer>` layouts.
- - :ref:`Flow <class_FlowContainer>` layouts (similar to autowrapping text).
- - :ref:`Margin <class_MarginContainer>`, :ref:`centered <class_CenterContainer>`
- and :ref:`aspect ratio <class_AspectRatioContainer>` layouts.
- - :ref:`Draggable splitter <class_SplitContainer>` layouts.
- - Scale to :ref:`multiple resolutions <doc_multiple_resolutions>` using the
- ``canvas_items`` or ``viewport`` 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 using :ref:`class_StyleBoxFlat`.
- - Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing.
- - Texture-based theming using :ref:`class_StyleBoxTexture`.
- Godot's small distribution size can make it a suitable alternative to frameworks
- like 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 in :ref:`text-based <doc_tscn_file_format>` 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 using :ref:`class_FileAccess`.
- - Can optionally be compressed or encrypted.
- - Read and write :ref:`class_JSON` files.
- - Read and write INI-style configuration files using :ref:`class_ConfigFile`.
- - Can (de)serialize any Godot datatype, including Vector2/3, Color, ...
- - Read XML files using :ref:`class_XMLParser`.
- - :ref:`Load and save images, audio/video, fonts and ZIP archives <doc_runtime_loading_and_saving>`
- in 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.
- - :ref:`Export additional PCK files<doc_exporting_pcks>` that can be read
- by the engine to support mods and DLCs.
- Miscellaneous
- -------------
- - :ref:`Video playback <doc_playing_videos>` with built-in support for Ogg Theora.
- - :ref:`Movie Maker mode <doc_creating_movies>` to record videos from a running
- project with synchronized audio and perfect frame pacing.
- - :ref:`Low-level access to servers <doc_using_servers>` which allows bypassing
- the scene tree's overhead when needed.
- - :ref:`Command line interface <doc_command_line_tutorial>` for automation.
- - Export and deploy projects using continuous integration platforms.
- - `Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell>`__
- are available for Bash, zsh and fish.
- - Print colored text to standard output on all platforms using
- :ref:`print_rich <class_@GlobalScope_method_print_rich>`.
- - Support for :ref:`C++ modules <doc_custom_modules_in_cpp>` statically linked
- into the engine binary.
- - Engine and editor written in C++17.
- - Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC,
- Clang and MSVC. MinGW is also supported.
- - Friendly towards packagers. In most cases, system libraries can be used
- instead 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 with :ref:`contributions welcome <doc_ways_to_contribute>`.
- .. seealso::
- The `Godot proposals repository <https://github.com/godotengine/godot-proposals>`__
- lists features that have been requested by the community and may be implemented
- in future Godot releases.
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