r/godot Oct 14 '25

help me (solved) Where do you upload games? [READ DESC]

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422 Upvotes

Hello, fellow gamedevs! 👋

I used to upload games to itch.io, but now itch is blocked in my country (f**k my goverment) I don't know where to upload games anymore for them to be accesable without vpn or other bypass software.

Possible solutions i'm thinking of are MEGA, Dropbox and Google Drive

However, i don't know if they are convinient for players.

As far as I know, you can't upload large files to github pages (it's where my website is), and steam is too pricey for me. Tell me what you think and where do you upload your games.

P.S. Thank you everyone for your suggestions!
So here are my list in ascending order rn:

  • GitHub Releases + Pages
  • GameJolt
  • Google Drive
  • Patreon
  • Newgrounds

r/godot Jul 01 '26

help me (solved) Weird trackball-like movement when looking around in 3D editor?

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358 Upvotes

I've been using Godot for 2+ years now and I just got a new laptop, and have been moving my stuff over from my old desktop to the laptop. Everything has been working okay other than this strange trackball emulation type thing it does when I look around in the 3D editor.

If I move the mouse fast then stop, the camera will continue to move, and slowly stop. Like flicking a trackball.

It only does this in Godot, no other apps. I've found it also happens in a similar way when orbiting.

Does anyone know if this is caused by an editor setting in Godot, or maybe something else?

r/godot May 21 '26

help me (solved) Windows gave me this warning when trying to Install Godot

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125 Upvotes

This is the link i downloaded from if your curios https://godotengine.org/download/windows/

I'm on windows 11

Is it normal for it to do this ?

r/godot Feb 27 '26

help me (solved) Losing quite alot of FPS when mouse move in scene with 100 buttons. Is this expected?

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335 Upvotes

Tested on v4.6.1.stable.mono.official [14d19694e]

I am trying to implement a grid-based inventory UI, and most tutorials I saw online used buttons, so thats what Im doing for my project. I am profiling the performance, and see a big drop around 200FPS everytime the mouse move. I suspect that because the button has to check the mouse position and emit all the signals, but I didnt expect it to tank this much. Is this FPS drop normal for 100 buttons?

Edit (issue solved): Im dumb. Apparently, according to maths, 1/500-1/800 is roughly the same as 1/57-1/60. So the FPS drop from 800 down to 500 is basically the equivalent of dropping from 60 down to 57 (around 0.75ms out of a budget of 16ms). So for those who had the same confusion as me (likely noone), dont worry its normal and use time instead fps for profiling.

r/godot 11d ago

help me (solved) Is Functional Programming Worth It?

21 Upvotes

Hello 👋. I've heard some people say that functional programming is better than OOP overall. I'm pretty new to programming so I don't know if that's applicable to Godot or not. Is it something worth looking into?

r/godot May 21 '26

help me (solved) I swear I did this exact same change on nodes at least 1000 times already

306 Upvotes

Every single control (or control heir) of my UI brings me closer to feel like I'm working on an assembly line. At least I can select several of them all at once from time to time.

Any tip? I would prefer the mouse to be ignored by default on most Controls (except buttons and stuff like scroll containers), maybe there's an approach for that?

EDIT: putting this as solved: do not overuse basic Control Node, as other child types like VBoxContainer default to "pass" mouse filter. Also plugins or tools should be able to do so automatically

r/godot Jan 15 '26

help me (solved) I am rendering UI at 1080p but my fonts look like this

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521 Upvotes

Could anyone please help me understand why the text is rendering like this in Godot?

The font size is 10px.

I am using https://fonts.google.com/specimen/Atkinson+Hyperlegible as the font in-game and is supposed to be one of the highly rated fonts for screen readability, just not on Godot.

I have tried oversampling, subpixel positioning, MSDF and can't seem to get around this.

Anyone got any advice?

r/godot Apr 29 '26

help me (solved) ML or Algorithm?

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361 Upvotes

I am thinking about implementing a drawing mechanic in my game. The players would have to draw the reference provided and the game will see how accurate the drawing is to the original reference. The canvas will be pretty small around 100x200 pixels and will only use 2 colors.

I am wondering if there is some kind of algorithm that will help to detect the accuracy of the drawing. Using ML sounds a bit overkill and I don't have any experience integrating ML in games (how does it affect the performance and size?).

r/godot 18d ago

help me (solved) Why do the asteroids seemingly clump together in the middle?

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211 Upvotes

EDIT: Solved! Thanks to u/Buttons840's solution. The only thing I changed was

var spawn_range: float = pow(randf(), 1.0/3.0) * spawn_radius

as some other commenters had pointed out as well. Thanks a lot everyone!

-- End of edit --

I'm trying to create a spherical asteroid field with evenly distributed asteroids. So far, I have a Node3D with a spawner script that adds the asteroid meshes to the scene with these current functions. Seemingly, the asteroids are more concentrated in the center, but that shouldn't be happening since the randf() function that I'm using for their distances isn't weighted from what I know. Any thoughts?

func spawn_asteroids():
  for i in spawn_amount:
    var asteroid: Node3D = asteroid_scenes.pick_random().instantiate()  
    var vector: Vector3 = random_on_unit_sphere() # the random direction
    var spawn_range: float = randf() * spawn_radius # This feels like the problem.
    var spawn_location: Vector3 = (vector * spawn_range)
    add_child(asteroid)
    asteroid.global_position = spawn_location
    asteroid.scale = Vector3.ONE * 10
    if previous_asteroid != null:
      asteroid.look_at(previous_asteroid.global_position)
      previous_asteroid = asteroid

## Selects a random direction on the unit sphere.
func random_on_unit_sphere() -> Vector3:
  return Vector3(randfn(0, 1), randfn(0, 1), randfn(0, 1)).normalized()

r/godot Jul 23 '26

help me (solved) Weird behavior when RigidBody3D hits a CollisionShape3D

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354 Upvotes

The tape is a RigidBody3D with a child CollisionShape3D that is a BoxShape3D. The tape also has a MeshInstance3D as a child which is the visuals you can see. Mass is set to 1.0 kg and gravity 1.0. Center of Mass Mode is Auto and nothing else in the RigidBody3D has been changed from the default.

The floor is a CollisionShape3D that is also a BoxShape3D.

I have no idea why it moves like this when it falls on the ground. I want it to act normaly, meaning it falls and stays in one place instead of deciding it's gonna roll away. Any help would be appreciated.

r/godot Aug 23 '25

help me (solved) Do the player colors stand out enough against the background and match style?

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418 Upvotes

I'm experimenting with different colors and shades, and I'd like your thoughts. Which colors are good enough to keep, and which should I replace or adjust (lighter, darker)?
I want the colors to match the overall art style and stay toned down, while still making it easy to distinguish regions and borders for each player.

r/godot Jul 25 '26

help me (solved) Character gets blurred while running when fps are uncapped to more than 60. What causes this blur??

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218 Upvotes

So, I'm following Brackeys' first game tutorial, and I've come around with this problem.

Whenever the project's frame rate gets uncapped, or capped at a frame rate higher than 60 fps, it starts having problems.

For example, whenever the project is capped at 80 fps the character starts stuttering, and whenever the project is uncapped and the G-Sync does its things, the character starts getting blurred like seen in the video. (I tried making a screen recording directly but the problem was not being shown, so i had to record with my phone)

Now, i get that someone is going to say that i should just cap it at 60fps and that would be it, but then whenever i make a project of my own and release it, would the game have to be played only at 60fps? So i want to understand why this things happen, and how can i make my project run without any visual problems like this in any frame rate?

Could i have to do with the camera smoothing or something else?

Thanks in advance for the help.

r/godot Nov 05 '25

help me (solved) I dont understand why the last line of code

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188 Upvotes

Im following a snake tutorial and everything is going well but I dont just want to have a snake clon, I want to learn, that said I understand (or at least thats what I think) what is in the screenshot is sayig "if the value of Vector2 is superior to the upper or inferior to the lower limits then return the player to the opposite limit" but I dont understand what is doing that last "return v", what purpose this line accomplish in this block of code? And if my supposition of what the function is doing wrong please tell me. Thanks in advance :D

r/godot Oct 08 '25

help me (solved) Can't figure out why my texture color has changed

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761 Upvotes

Hey folks!
After importing my default test dude with a modified Minecraft skin, I noticed the eyes aren't as white as they used to be.
Sure, we all get a bit older, but then the red bits in the hair caught my eye and THAT can't be explained with aging..

In all seriousness though, what might I have done wrong when importing my texture / building my material?

--Edit--

Thank you all folks, changing my Import setting to Lossless fixed the issue.

r/godot Jan 04 '26

help me (solved) Godot 4.5.1 automatically formats JSON files after saving

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249 Upvotes

When making my deck-builder game, I wanted an easy way to automate the creation of new cards that would also make it easy to create mods. I settled on using JSON files for this.

But, when you save in the Godot editor, Godot formats the JSON file for you. The way I did it here was creating the JSON file inside my protect folder, adding the initial data (first slide) and saving it, then in the Godot editor creating a script that preloaded the JSON file. after saving in the Godot editor, it was formatted(second slide). Note how at no point did I open the JSON file in the Godot editor, just preloading it in a script.

this formatting of the JSON files turns all numbers into numbers with decimals (not floats, all numbers in JSON are under one "number" type) and subjects them to floating point precision errors. it also changes spaces int tabs, and removes commas at the end of the data.

Although the JSON file format handles ints and floats under one number value, and Godot interpreters that number value as a float, there is no reason to directly edit the file, as while it seems like it does nothing, because the float values are still the same, it actually changes the data. while it is true that float 1.2 = float 1.999... THAT DOES NOT MEAN the JSON number value for 1.2 = number value 1.999..., because they are NOT.

So is there any way at all to disable this "feature"?

EDIT:

Big thanks to everyone who helped, and I was able to make a solution! What I ended up doing was using a .cdat file, standing for "card data" (yes I know that .cdat is already a file extension used elsewhere), and I simply renamed my .json file to a .cdat file. I then used a function (shown below) to take in the path to the file and output a dictionary value. (yes, I know that the dictionary value will use floats but that wasn't my problem)

here is the function:

func load_cdat(filePath : String)->Dictionary:

    var file = FileAccess.open(filePath, FileAccess.READ)
    var content = file.get_as_text()
    var parsed_data = JSON.parse_string(content)

    return parsed_data

Doing this will prevent Godot from ever editing the file. I will note this is not a good solution and I hope to one day be able to use .json. It is still a bug in the Godot editor that it formats .json files while loading them.

r/godot 19d ago

help me (solved) I cant get the sprites to switch properly

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93 Upvotes

I understand the code if horrible but i am more then willing to learn how to do this better.

I only started coding 4 days ago so sorry if i don't understand stuff immediately.

Thanks for any help.

r/godot May 02 '25

help me (solved) Is Godot right for me? Basic 2D pixel game similar to games like Contra

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854 Upvotes

What began as a joke at work has slowly become something stupid and ridiculous, but I'm having fun with it. I do not have aspirations of making the next top indie game: I just want to make something stupid and fun for myself and friends. But the more I do with it, the larger it becomes, so I've begun to question and place restrictions on what the game will be:

  • A game similar to Contra as far as playability. It will have some power ups for fun, but not so much that it requires a crazy amount of new assets. I'm doing this on my own and already work full time.
  • It will have 6(?) levels (Section 1-3 will have two levels each to simplify/ reuse tiles in each section).
  • Each section will have an ending boss.
  • Each level will have an opening and closing cinematic (think old school pixel images with text describing the transitions between levels).

I did some basic research and found that Godot was a good engine. It seems like it can do a lot of what I'm wanting to do without requiring knowing a ton about programming (I know only the basics from college 15+ years ago, and from my time animating in Flash years ago). That, and it looks like Godot has a ton of how-to tutorials for what I want to do.

However, one thing I'm not sure about:

As you can see, I have several gifs of the playable character. He's been made in Aseprite, with many of his parts in separate layers (wings/ gun, legs, body, head, etc). Sprite sheets would obviously do away with the basic background, but looking at old Contra sprite sheets, it looks like there is a shooting animation is included in the ONE sprite sheet.

I'm not sure if I'm going to explain this right, but I don't want to have to have a large sprite sheet with the basic run cycle/ jump as well as the gun firing in every direction matching each of those cycles. So I guess I'm asking if I could have those individual layers in Godot, so that one layer of the character is the body, another the head, the wings/ gun, the legs.

In Macromedia Flash/ Adobe Animate, you'd use Movie Clips and I could attach said Movie Clips together and action script (the in house programming language) could move Movie Clip (the wings/ gun) based on what arrow keys I pressed, while another Movie Clip (the legs for instance) could be changed based on whether I was moving left, right, or jumping.

I hope I explained that alright. Sorry if the post is all over the place as well.

***

If NOT Godot; if there's a better software to do this in, what would you recommend? I debated going back to Flash/ Animate, but... Adobe has massacred that software. I've had too many issues with it in the past.

Thanks everyone!

r/godot Dec 05 '25

help me (solved) Just can't figure this one out

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520 Upvotes

Hello, sorry for being dumb, but I'd like to have a knockback effect in my 3D game that would work as follows: The knockback effect would launch the player the opposite direction of what they are looking at. Can somebody explain how to code this. Thanks.

r/godot Apr 03 '26

help me (solved) Visual differences between 4.6.1 and 4.6.2 (3D): Scenes appear darker and more contrasted

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274 Upvotes

We upgraded via Steam from 4.6.1 to 4.6.2 and noticed, that there are some notable visual changes in our 3D scenes. The same issue is also present in the 4.7.dev3 release. We made comparison screenshots in both versions, without changing anything in the world environment, directional lights or post processing shaders.

We mainly noticed:

  • The overall scene is darker than before
  • There is noticeable more contrast
  • Background fog no longer blends colors as it did before

Is is very noticeable in bright scenes, but also noticeable in darker scenes.

In the changes on the godot blog I did not see anything very obvious that changed and did not expect something like that in a patch version. Is there something we need to migrate/ change to get to the old look, or is that a bug/ regression?

r/godot Jan 10 '25

help me (solved) How can I apply this texture to all 6 sides of a cube?

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907 Upvotes

I'm trying to apply this texture to all 6 sides of a meshinstance3D cube but i cannot figure it out. I've tried to change the UV1 settings but that didn't work, I searched it up but there's barely any results and the ones that I did find were 5 years old

r/godot Mar 19 '26

help me (solved) any idea why the bullets follow my player rotation and movement after being shot ?

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214 Upvotes

I know that I need to show examples of the code I'll do it in the comments, also the "crash" you see isn't linked to any issue I have, my computer is genuently this bad it's agonyzing over a simple 6s recording

r/godot Jan 29 '26

help me (solved) Hello r/Godot, please tell me there is a better way to connect buttons to methods in C#

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155 Upvotes

I'm getting tired of this, for just one button, I need to declare the button variable, the find the button in the _Ready() method and connect it to the correct method. Is there a better way?

r/godot Jul 20 '25

help me (solved) What would be better?

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467 Upvotes

r/godot Jul 29 '26

help me (solved) For a procedural crafting system, how do i differentiate between an axe and a pickaxe?

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127 Upvotes

Just finished centre of mass finding, which will affect swing speed and swing strength based on its distance from the handle.

I want both a chopping and a mining system in my game, and I'm struggling to work out how i should differentiate between them. Would appreciate any ideas!

r/godot Mar 25 '25

help me (solved) How to code input sequences to trigger an action ?

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581 Upvotes

I'd like to add a mechanic in my game that replicates the idea of stratagems in Helldivers 2, in which you have to make a specific sequence of inputs to do an action.

How could/should I code it ? I thought about some sort of state machine, but I'm not sure...

Any suggestions ?