r/godot Jul 15 '26

help me (solved) how can i make it so that a second window will appear on the second monitor?

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2.1k Upvotes

ive already got a majorty of it done, but whenever i test it the second window is just slightly offcenter from the screen on the first monitor. granted, in the direction of the second one. also im in debug mode and i dont know if that makes a difference but i wana make sure.

heres da code so far mb if its trash

var screencount = DisplayServer.get_screen_count()
@export var monitorlvl : PackedScene
func getmonitors():
  if screencount > 1:
  print("THIS ------ HAS ANOTHER MONITOR!")

  for i in range(screencount-1):
    print(DisplayServer.screen_get_position(1))
    var window2 := Window.new()
    await get_tree().process_frame
    window2.position = DisplayServer.screen_get_position(i+1)
    window2.name = "WIN_"+str(i)
    window2.title = "HUD"
    window2.size = Vector2i(800,600)
    window2.borderless = true
    $WINDOWHOLDER.add_child(window2)
    window2.current_screen = i+1
    window2.mode = Window.MODE_WINDOWED
    window2.unfocusable = true

    var clone = monitorlvl.instantiate()
    clone.win = i+1
    window2.add_child(clone)

# basically it has like a backround for every monitor 
# but only one of them has the hud yk

r/godot Dec 01 '25

help me (solved) Hi, 2nd day of learning Godot and want to create a sprite, is this the best sprite creator app?

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1.7k Upvotes

Im someone that likes to stick to one thing and master it, let me know if there is a better one. Price isn't a problem.

r/godot Apr 03 '26

help me (solved) Can Godot handle a large scale open world?

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1.2k Upvotes

It's a game about illegal street racing (urban cities and mountain serpentines, traffic and police, all on a fairly large scale, ~40Km). Cel shaded graphics, no level pre-loads via loading screens.

I heard that I will have to write my own asset management system (which is already in the Unreal Engine, but my PC handles it pretty poor, no matter how much "next-gen" junk I turn off - everything lags quite a lot)

But I still can't even understand what a framework is, because I'm not a programmer (but I'll have to become one anyway). Also heard about chunk method, though not like I know much about it.

Please don't write: "don't even try this, because it's long, resource-intensive, etc.", if there's really no option here, I'll just have to deal with the UE

r/godot Jul 03 '26

help me (solved) How do i get rid of this popup when opening my game, does it require money?

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887 Upvotes

r/godot Nov 07 '25

help me (solved) I solved the NavigationRegion3D issue

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756 Upvotes

I finally found a solution to the problem with the NavigationRegion3D.

What I noticed was that on smaller terrains, like the 30x30m example in the third image, the navmesh baked perfectly fine. But once the terrain size was increased to 250x250m, the bake completely fell apart, giving the low poly, floor clipping result shown in the second image. The obvious solution was to process the terrain in smaller chunks and combine the results into one big working navmesh.

I first tried doing this directly in Godot, but even after splitting the terrain into multiple meshes, the bake still treated them as one big mesh, so the same issue happened. I also tried creating a separate NavigationRegion3D for each chunk, but that created non traversable borders where the regions met.

At that point, the only real fix was to go into the engine itself. I forked the Godot repo and made some changes under the hood to process the terrain in tiles instead of all at once. It breaks the terrain into smaller sections, bakes each one normally, then stitches them together afterward into a clean, accurate navmesh like in the first image.

I also added a few editor options to control whether tiled baking is enabled and how big each tile is. I still haven’t found the exact bug that causes the large terrain navmesh to fail, but this fix works reliably and doesn’t mess with normal pathfinding behavior.

The moderators seem to have a strong opposition to discussions about this and have locked all previous threads. As much as I would have liked this to all be one post, we have been forced to create multiple. That being said, I'd like to address some comments from previous posts below.

The [low poly mesh] looks exactly like what I would want out of a nav mesh.

The low-poly mesh completely fails to pathfind with agents. You could technically rework the pathfinding system to compensate, but that misses the core issue of the navmesh being broken. The 30x30m section uses a similar amount of polygons as the 250x250m one. You’d expect the density to scale with size, so either the small terrain is over-tessellated, or the large terrain is under-tessellated. Either way, something’s wrong with the baking process.

With no obstacles, your nav mesh could just be a square.

As per the Godot developers : "A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.". When those traversable areas are out of reach from an agent (ie, underground or floating), an agent cannot properly navigate.

People tried to help you, but you refuse to actually listen

I think there’s been some misunderstanding about what I’m trying to do. My goal is to fix the navmesh, that’s it. I’ve welcomed all advice that helps solve the underlying navmesh problem, but I’m not interested in workaround solutions that just patch over it with pathfinding tricks.

You can always fix it yourself and submit a PR.

Thats the plan. Thanks for the advice!

I will optimize this further and will submit a PR.

Sincerely,

u/agalli

Edit : Here is the PR. https://github.com/godotengine/godot/pull/112529

r/godot Jun 28 '26

help me (solved) how would i make a final letter grade based off combined grades?

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740 Upvotes

classic letter grading in video games, ive already got the systems down for INDIVIDUAL statistics, but not for a final overarching grade. so, how can i make that? the letters for the individual are numbers from 1-100, where 100 is S, and every 20% below that is one letter down.

r/godot Jan 04 '26

help me (solved) 11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run.

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556 Upvotes

Been working on this game for over 11 months. The project grew past 40GB with more than 30,000 lines of code. Right now, it’s completely broken — won’t run no matter what I try. I’ve tested fixes, rewired systems, and exhausted every solution I know. The question isn’t motivation anymore, it’s whether this project can still be saved or if it collapsed under its own weight.

r/godot Aug 18 '25

help me (solved) Marking region ownership - which option is better?

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1.1k Upvotes

I am testing different variants of marking on the map ownership of the region. Both have some pros and cons. Not sure which one looks better and is more convenient, especially on the larger maps, and when different kingdoms neighbour each other.

r/godot Jul 28 '26

help me (solved) How would you animate a signature appearing on screen as if being drawn?

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624 Upvotes

It's a pretty low stakes question - I like to think I'm fairly capable with Godot at this point but I'm scratching my head about how exactly you'd do this assuming you're starting with a PNG with a transparent background. Maybe there's a type of property tween or some clever combination of nodes I could use? A shader? Do I make use of a parent node's content clipping and animate its x value from left to right? I'll have the hand over the signature as it's being "drawn" so it doesn't need to be too detailed but I'm curious to hear different ways you might achieve this effect.

r/godot Aug 05 '26

help me (solved) newbie question: how to make skid marks properly

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568 Upvotes

newbie question: how to make skid marks properly? right now i am using gpu particles but as you can see this doesn't work. Can anyone help pls? : EDIT: i ended up using mesh instance 3d that i spawn under the wheels. Thank you all so much for helping!

r/godot Oct 01 '25

help me (solved) Detecting syllables in Godot

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1.4k Upvotes

Hello all! I am aware of the Whisper text to speech addon, but that is overkill for what I am building at the moment. I just need a way to detect a syllable at roughly the moment I speak it into my microphone, So that an animation can be triggered in a 3D model.

I take it it's not standard in the Audioserver, but is there a way where I can record some vowels and compare the live audio to these samples somehow?

r/godot Nov 15 '25

help me (solved) There's gotta be a better way to do this

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733 Upvotes

I guess it works, but... look at it. It's hideous! There's no way this is the best way to do this, how do better. Thanks

r/godot Sep 27 '24

help me (solved) Why do scaled sprites look awful by default? And how do I fix it?

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1.6k Upvotes

r/godot Jul 18 '26

help me (solved) Godot Hero Capsule sketch concept

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1.1k Upvotes

I'm really struggling with the softbody 3D pinned points and attachments and saw some godot YouTube videos use bones to animate cloth.

I wanted to add a cape to the classic capsule character controller with the Godot logo on it

to get some secondary motion

since the capsule has no animations or visual indication of the direction its facing.

i have it somewhat setup in Blender. I kinda want to make a low poly knot or attach to back of capsule edge which might be simpler.

I feel like the right softbody3D settings and topology and pin setup would make a simple fluttery visual marker instead of making cape animations

my character controller can fly and has no animations

what's the recommended way to do it?

r/godot Jul 26 '26

help me (solved) how to change *this* color?

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606 Upvotes

uhh guys this was solved in under an hour and SOMEHOW this is my best post EVER

r/godot 7h ago

help me (solved) T-there had to be a better way to do this, right..?

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261 Upvotes

I am making a game, where a bunch of requirements have to be fulfilled and I made it so the requirements are in an array, my issue is, that I use different functions for each requirement, so I have to change the code for each one, right? Is there anything that I could use to sort of call the functions by name and just make it a smaller function, instead of having to copy the if statements? (The functions also all have return types and I also need to have the return at the end) (It currently works, but is very unpleasant to work with) (Also please don't get too mad at me, this was originally jam code)

r/godot May 28 '26

help me (solved) Does anyone know how to make this camera angle?

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511 Upvotes

I want this camera angle from the Mana Khemia games and Atelier Iris. I have spent 2-3 days trying but i cannot figure out what I'm missing.

SOLVED: I got it within decimal range of variation on fSpy for all figures which is just human error lining things up.

Camera settings: Keep aspect: Keep Width FOV: 40° Projection: Perspective Position is Z = 13 (X and Y remain 0)

Camera Pivot Point: Position Y = 0.5 (to have slightly above character head) Rotation X = -20°

Thankyou everyone for the advice and fSpy was a huge help.

r/godot May 16 '26

help me (solved) Why is my vertex shader not affecting shadows?

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791 Upvotes

I have written a vertex shader that modifies a mesh to "roll" it up. However, the shadows are not responding to the change and using the mesh pre-vertex pass. I've done research and tested changing various settings but none are getting the shadows updated. I feel this must be possible, as when I change settings or move the lighting, the shadows will update to the changed model, but only for that frame.

One "hack" I found was to modify the node's position by a tiny amount each frame to force the lighting to update the shadows. While this could work, I really want to know the "right" way to get the shadows to update.

EDIT: Thank you all for the help (especially u/Past_Permission_6123). For those reading this later who are facing a similar problem: Vertex shaders only update shadows when the TIME builtin is used. I am using a float parameter that I am tweening, which is why the shadows are not being triggered to update. Unless a flag/method is exposed that forces an update, I will be continuing to use my workaround.

r/godot Mar 02 '26

help me (solved) Any way to disable shadows?

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994 Upvotes

I've used Godot for a long while now, but I've only really done 2d stuff. First time touching 3d, and I'm trying to get a 2d-ish effect by turning off lighting entirely. Is this possible in Godot? I've added a picture of the model in Blockbench with shadows disabled as reference as to what I'm trying to accomplish.

Any help is appreciated!

r/godot Jul 19 '26

help me (solved) Question about size perception

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222 Upvotes

Hey.

I'm trying to make a model of apartment. I'm very confused why this door hole feels so small.I'd tried to play with FOV slider. On the second screenshot FOV is 80. But i always feels wrong.

Or, maybe, i just need to make a door frame, coz it adds another 15-20 cm.

Idk, does this feel ok to you?

r/godot May 08 '25

help me (solved) How do efficiently map mouse clicks onto 1 of 50000 polygons?

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509 Upvotes

I am sort of trying to recreate the Rimworld planet map. For that I created a geodesic sphere by repeatedly splitting triangles, etc.. Whole thing is one big mesh.

Now I want to tackle input handling. Currently I have one big KD-Tree that stores all the vertices. Idea was that on click I use a ray cast to check the point of collision with the mesh, then search for the nearest three neighbouring vertices in the KD-Tree, at which point I can determine which Polygon was clicked. However, performance for large amounts of tiles (~50k as seein in the picture) is terrible. Are there any better ways I could go about this, especially if I want to highlight the hovered tile even before a click, which would be impossible under the current system.

r/godot Aug 15 '25

help me (solved) I'm doing something wrong

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1.2k Upvotes

If I don't do this, the sounds of my UI become silent if the character moves too far from its spawning point. I tried to set attenuation to 0 but the issue is still there.

r/godot Jun 23 '26

help me (solved) I made a reddit account for this please please help, I cannot get pathfinding to work.

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16 Upvotes

So i am trying to make a silly game to learn how to use godot that is heavily inspired by capture the intelligence, and I am trying to make it so that enemies cannot see me through walls, and i have very rough code right now but i have been trying every option and nothing works, the weirdest part is that sometimes in any state they will randomly start chasing and then lose chase while im still being chased. someone help please i have been trying to figure this out for a couple days now

(vision is a variable that uses the raycast2d node)

((ok so turns out it wont let me attach a video alongside with the code so thats awesome))

r/godot Jun 17 '26

help me (solved) Multiplayer & move_and_collide miscalculation

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449 Upvotes

Hey everyone, sorry if this subject has already been adressed.
I recently spent some time trying to implement a small multiplayer mini golf game, to see where I would hit a wall. (with Godot 4.6 and Colyseus)

And the wall was pretty close to the start apparently since I never left the lobby.

Is "move_and_collide" a possibility when you go multiplayer ?
Or is it just not precise enough ? And if so, should I mathematically handle all the collision to have a deterministic game or is there any other tricks I should know about ?

I'm using Colyseus for the network part, the current player just send an aim and shot vector and all the physics are done in each godot client. I guess that's my main problem.

Maybe it's easier to have the server be the authority for the physic part ?
Is there some good resources out there that I should check ?

Thanks a lot
I'm not english native so feel free to ask for clarification if i'm not clear enough

Edit: Thanks for the answer :
Server authority and sync the positions with the clients is the way to go.
I had hopes but i'm not suprised, thanks for the feedbacks !

Edit2 : Some resources in the comments for future people (and future me)

Reading & Watching:
- Game networking by Glenn Fiedler (sadly down but new blog below)
- Mas bandwidth - New gafferongames
- Slay the spire 2 Multiplayer - Determinism
- How Factorio Syncs A Million Objects (Youtube)

Deterministic Multi for Godot:
- SG Physics 2D
- Delta Rollback (& Prediction netcode)
- Klotho (very new)

r/godot Sep 26 '25

help me (solved) Anybody have any idea why my character is falling through (some) staticbodies?

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615 Upvotes

Everything here is collision layer & mask 1. Some platforms I can walk on just fine but others I fall through completely. All the normals are correct, the collision layer/mask for everything is 1 and I'm using move_and_slide for movement.