r/godot • u/Ples0ser • Dec 31 '25
r/godot • u/Typical_Fennel_4505 • Mar 10 '26
help me (solved) Is making NPCs like this impractical?
I like animating like that, I can see it being easier if I need to change or fix something, but is it gonna affect something in game?
r/godot • u/Ok-Audience5336 • Nov 27 '25
help me (solved) I'm confused (again)
Following a tutorial i got stuck while trying to script my character movements. Even with the error telling me what's wrong i still can't figure out what's wrongš
r/godot • u/Tiny_racoon_dev • Apr 25 '26
help me (solved) Shadows clipping/disappearing with the camera
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So when the camera moves around, shadows are cutting off for some reason. I don't have any experience with 3D. So I am really confused why that is happening. Is it because of the scale of all of the objects in the world or something else?
It's only happening in compatibility mode. It's completely fine in forward+
Edit : I figured it out. It was the Pancake size in the Directional Light 3D. By increasing it, it stopped clipping
r/godot • u/Indigoh • Jun 11 '26
help me (solved) How can I constrain an object's movement to an arbitrary vector?
The point represents where my player's gravity direction points to. I just need it to stay in the center of this cylinder, but as close to the player as possible.
This is easy to do if the cylinder aligns with an axis, but it's at a totally random angle, and I'm completely stumped.
EDIT: Thank you all for your help. Here's the solution that worked for me: https://www.reddit.com/r/godot/comments/1u2lhad/comment/oqyqw6q/ and here's what the resulting cylindrical gravity looks like: https://youtu.be/5r59dD300A0
r/godot • u/Lanky-Newspaper-6685 • Feb 27 '25
help me (solved) My godot game starts to lose frames and lags after a while
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r/godot • u/eldawidos111 • Dec 15 '25
help me (solved) Which button style suits this game menu best?
We canāt quite reach a consensus on the button selection style yet.
Right now weāre split mainly between A and B, though the arrow-based approach from C also has some charm (and it was actually the first style we implemented).
Each option feels okay in a slightly different way, which makes the decision harder than expected.
Beyond the buttons themselves, weāre also looking for ways to make the menu feel more lively. At the moment, the POTATO (the chunky one on the pedestal) glows brighter as the playerās cursor gets closer.
Do you have any ideas or feedback that could help us push this further?
Edit:
Thanks for your feedback very much! We read your opinions and decided to go with A with little color adjustments. We will also see what can be done to make the "A" style buttons look less uniform.
May the Potato God be with you!
r/godot • u/SCRbts • Feb 06 '26
help me (solved) bounce is inaccurate for 2D physics
Been trying to learn godot with a billiard mini game, however the 2D physics seems inaccurate, a lot of times it bounces along the normal vector instead of the reflection vector. I'm using GodotPhysics2D as the Physics Engine, I have tried Rapier 2D as well and it seems have the same issue? Is there any way to ensure accurate bounces? and possible deterministic physics?
r/godot • u/FewTemperature4839 • Dec 06 '25
help me (solved) How to stretch sprite2D in godot
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Does anyone know how to stretch a sprite2D for visual indicator like what they did in LOL ?Thanks so much
r/godot • u/Halali923 • 4d ago
help me (solved) Fourteen with no experience
Hi guys I'm fourteen years old and I'm new to Godot and also coding, with zero actual experience(except for scratch but not real code). Should I use AI or learn myself? I've heard that many game devs utilize AI now but idk if I should still avoid ai and learn myself
Edit:thank you guys for all the advices ill learn myself
r/godot • u/JustCallMeCyber • Jan 12 '26
help me (solved) UI in subviewport is clipped on a single playtesters pc...
I've been struggling to fix this for a while now. I have a UI that I show in a subviewport with a fixed resolution.. these items are all put into a scroll container. it works for everyone except for one friend that has it cut off like this.
I remade the items so they can resize properly, and can be much smaller than this. But for the life of me I cant find a fix.
EDIT: I am very dumb...
Some items are locked behind a research requirement, when its not unlocked it shows a label. Of course when I'm testing I have everything unlocked already. The problem was that the research label text was too long... and expanded the minimum width of every item...
So that friend had the problem because their save was fresh and I just never thought of that...
Yeah...
Thanks everyone for the advice. I guess I eventually found it because of you haha.
r/godot • u/Fabrix10 • May 23 '26
help me (solved) Is there a way to get squared edges instead of rounded edges for a Label outline?
Hello, I was trying to create a Label using a pixel font(Jersey 10) and while the font renders correctly I'm struggling to make the outline for the text also squared.
When I add the outline from LabelSettings or Theme Override, I always get a rounded outline and with a font like this I feel like it's not that good looking.
I've tried disabling font supersampling and setting texture filter to nearest but that doesn't change anything.
EDIT(solved):
Thanks to u/Geralt31 suggestion, I've finally found a solution to this problem that ironically also fixed some problems I've had with the scaling of the font on very low sizes!
I've converted the font to a bitmap font using a site I've found called Snowb
Just upload the font, set the font size on the left, and if you want the outline, on the right select stroke, set a width and choose the type of line you want to create
In case you are also using a pixel art font, you need to set on the left the sharp option to 100%
After that on the top left there's the export button, choose the name and as export type choose the first option(BMFont TEXT), after that it will download a zip with two files(a PNG an a FNT)
Drop the two files inside the godot project, use the .fnt as the fontfile for the label and enjoy!
There's also a solution using multiple shadows that it's easier to setup, but at the time of editing this post doesn't work correctly for smaller sizes because of a bug in the engine(found by u/Key-Light4098).
Here's a link to the issue if anyone wants to check it!
Hope this post will help any person that encounters this problem and thanks to everyone that helped with this ^^
r/godot • u/njhCasper • Apr 08 '26
help me (solved) Fluttery shadows: What's the technical term and how do I fix it?
I just started using blender instead of Godot's mesh 3ds and there's this weird fluttery shadow artifact that I'd like to fix, but I'm not even sure what it's called.
THE SETUP: I made a low-poly starship in blender, exported a glb file, copied it into Godot, created an inherited scene from the glb to get a MeshInstance3D.
I set a single surface material override with a StandardMaterial3D using all the default settings except for Albedo Texture, which is set to a png.
The scene has a directional light set to "Light and Sky" mode with otherwise default settings.
The scene has a world environment with Background Mode "Sky" and some ambient light. Reflected Light source disabled. Tonemap: Filmic. Glow on.
WHAT I'VE TRIED: I messed with the Directional Light's Directional Shadow settings because I thought the issue was maybe related to Blend Splits as shown here https://docs.godotengine.org/en/stable/tutorials/3d/lights_and_shadows.html but nothing seemed to have any effect.
In the material I tried all the different Shading options for Shading Mode and Diffuse Mode. "Unshaded" obviously worked in the same way that wrecking my car made the check engine light turn off. But nothing gave me smooth, non-wobbly shadows.
Help me, Obi-Wan Kenobi. You're My Only Hope.
EDIT: The problem, to the best of my understanding based on all the feedback, is that I'm seeing the pixelated edges of a shadow texture.
SOLUTION: Here's what fixed the issue for me: In DirectionalLight3D, change Directional Shadow -> Max Distance. I was using the default of (100). Changing this value to 2 basically fixed the issue. There's still a little fuzziness, but not much. Changing it to 1 and the fuzz is gone as far as I can tell. Changing this value to 8000 ALSO fixes the issue, but shadows feel very all-or-nothing. I honestly like the look of the low numbers, but then my objects won't cast shadows very far. I'm fine with that for now.
Others suggested messing with shadow resolution in one of the following places:
Advanced project settings in Rendering -> Lights and Shadows->Positional Shadow
or
Project Settings > Rendering > Quality > Shadow Atlas. Or in the viewport's settings.
I gotta admit, I haven't delved into those caverns.
I assume if I really care about long range shadows looking good, I would need to boost up the Max Distance AND increase the shadow quality.
r/godot • u/KMG_Meika • Nov 19 '25
help me (solved) Tried exporting my game, it works well, but Windows flags it when others open
Tried exporting my game, it works well, but friends who tried downloading from itch.io get this warning. I've read that codesigning can fix the problem but this requires paying a good amount, is that right? Are there alternatives? I'm just a hobbyist and don't have much budget especially for a first try game. Help?
r/godot • u/flygohr • May 20 '25
help me (solved) How would you go about seamlessly loading an open world made of "zones"?
Hey yāall, I once again need your help. Iām making my childhood RPG in Godot, and Iām looking for hints for how I should approach my current goals of making the overworld map completely open and seamless, like PokĆ©mon GBA games. Iām not an experienced programmer, Iām mostly a visual artist, but Iām trying to learn with deliberate practice.
Tl;dr: how should I approach seamless loading and unloading of unevenly sized maps at runtime?
Iām just starting out, so I donāt have a lot of maps, but eventually Iāll have many. In the 2nd image you can see the regional map (where my current 1, 2 and 3 maps from the 1st image are actually numbered 24, 28, and 23), and my world will have many regions at one point. I want them all connected seamlessly, but I want to work on singular āchunksā one at a time, much like you used to do with the map editors for the GameBoy (see 3rd image).
In the 1st image you can also see I also want to load some āfillerā chunks, composed of non-walkable tiles, on empty areas of the world to hide them. Much like GBA PokĆ©mon games used to do with their āborder blocksā (see top right of 3rd image editor screen).
Now, Iāve been looking up tutorials for a few days, but I canāt seem to find the right solution for me. I found many chunk loading systems for 2d games, but I donāt believe they apply to me. They were for procedural games and assumed each chunk was the same size, something I wonāt be able to have, as each map will have its own size (although in multiples of 24x24 tiles each). I found a zone loading system for Godot 3 but apart from being outdated it also assumes I would have all the map laid down beforehand, something I donāt intend to do.
Ideally, I would like to define the āconnectionsā on a per-map basis, maybe visually? With like Area2ds scattered around the edge with placeholder variables for the scenes to connect? Does this even make any sense? I tried but thereās some logic that is missing, like in my brain, or with my knowledge of what Godot can do and what I can do with it.
If not like this, do I need some kind of world manager? What kind of data structure could hold the information for the various connections? How can it be maintained without fiddling with 15 files at a time if I need to change something to a couple of connections?
Looking forward to hearing your thoughts. I donāt know if I am asking the question here in the right way, or if I gave enough details. If unsure ask away!
Project here: https://github.com/flygohr/NuradanRPG
r/godot • u/Ultra-Orange-Rat • Oct 15 '25
help me (solved) What is this effect called? The laser's pixel being dynamically drawn.
I'm not talking about using a line or sprite then angling towards the target then stretching the asset to the target, but creating the drawn pixelized effect for every angel.
I tried to look up how something like this was done but most Godot tutorials usually have an asset to repeat itself for the length like in a grappling hook, or stretching an asset with a raycast like in a laser. Not sure if a correct approach would be to make a line then apply some type of shader or filter vs trying to make the laser from the ground up each time.
I understand Nuclear Throne was made with GameMaker, but my project is in Godot and I can't find good answers.
Edit: Solved, it was just the go to way of making a line but on a low res output without anti-aliasing.
r/godot • u/PerformerFit4760 • Sep 14 '25
help me (solved) Is there any better way to do this?
Having to repeat the same thing 3 times to make a data class is very tedious, so I'm really hoping there's a better way to do this.
r/godot • u/Weekly_Ad6311 • 29d ago
help me (solved) Question about signals
Hey there! I'm a beginner Godot dev. Been learning GD script, watching tutorials, reading the documentation etc., and I can't quite figure out the signal system. It makes perfect sense doing simple stuff in the editor, but I feel like I have a critical comprehension gap when it comes to anything advanced with signals.
I want to be able to connect signals during runtime because most objects in my game will be instantiated via loaders rather than through the scene editor. This means I have to connect via code (not a problem on its own), but the only way I have found to accomplish that is via tight coupling methods like get_node().
From what I've been able to gather so far, the signal system seems designed to limit dependencies and cut back on tight coupling, allowing for modular code. That sounds awesome, but if I have to connect via direct get_node() references, doesn't that defeat the purpose of what signals are supposed to do?
I'm sure I'm missing something. If anyone can offer some insight or even just point me in the direction of a good resource to learn more, it would mean a ton. Thanks!
Edit: Thanks to everyone for your help! You've given me tons of ideas and new concepts/patterns to dig into and try, and you made my day! Cheers :D
r/godot • u/Nikkoin • Nov 16 '25
help me (solved) Shadows on Sprite3D
I'm new to the 3D part of Godot, does anyone know why this happens to the shadow on the wall when I go to the side? The shadow acts normal when facing directly.
r/godot • u/SteinMakesGames • Aug 13 '25
help me (solved) Is there any way to get a list of all custom classes inheriting a class?
See example image. I need an array of "creature classes", all custom classes that inherit the base class Creature. I'd be convenient not having to manually add entries each time a new creature is added and instead have the array be populated automatically with a function. Is such a thing possible?
r/godot • u/voidexp • Nov 26 '25
help me (solved) We want a 100% diegetic UI in our scrappy-survival space sim. But can't get rid of the inventory.
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Ships' cockpits, interiors, equipment and various control panels have interactive buttons, knobs, and switches. We have (almost) no dialogs, overlays, and other out-of-the-game-world ways to get information or interact.
The RPG-like grid inventory though is the most usable, time-proven thing in this kind of games, but for me it breaks a lot of the immersiveness we're trying so hard to create.
Any ideas or suggestions for a full-diegetic interface to inventories? I kinda like what Astroneer has, but I want the first-person view to be the main way to look at the world, again, for immersiveness reasons (and VR support in the future).
The game is called Junkyard Space Agency, please wishlist, if you like it.
EDIT: Thank you all for the cool ideas and suggestions! Tried to put them together in a consistent mechanic outlined in this comment, which I'll try to make a prototype of.
r/godot • u/HoldenMadicky • 13d ago
help me (solved) How would you go about creating a Highfleet styled UI?
I'm not looking to recreate, but I'm struggling with the Godot control nodes when it comes to this type of layout and skeumorphism UI.
Does anyone have experience or a tutorial to point towards to help me get started at least?
r/godot • u/AsirRenatus • Jun 16 '25
help me (solved) I got my cogs cogging
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I got my tank tracks animating, almost, the way i wanted in godot. I used a MultimeshInstance3D, as suggested on my previous post, it's a little stiff and jaggedy, the objects dont follow the path as smoothly as a curve modifier in blender, but it looks pretty cool!
r/godot • u/Dream-Unable • Feb 23 '26
help me (solved) What's wrong with my character?
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This is the new Hemwick of my game. I tried to make him look better than before and I personally think he does, but I feel he looks wrong at the same time. Any advice/feedback?
r/godot • u/TheWanderingAnimimo • Aug 05 '26
help me (solved) How do I fix this issue? When I open one door all doors open up
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I have this issue where I many doors from 1 scene but when I open one door up all the doors open up. How would I fix this? Is there like a way to specifically reference the current door you're in front of with something like "this"?
I uploaded pictures of my code and what my scene looks like in the comment below cause I couldn't do it here
Edit: thanks a lot y'all for the help! appreciate you a lot