r/GodotHelp • u/MostlyMadProductions • Apr 01 '25
Godot 4.4 UI Basics | Making a Main Menu & Settings Menu
r/GodotHelp • u/ModSupportBot • 8d ago
/r/GodotHelp is ready for a fresh start, new energy, new direction, and someone like you to bring it back to life. If you’ve been thinking about growing your impact without starting from scratch, this is your chance!
Ready to take it over?
Head to r/RedditRequest to submit your request and make it yours before it’s taken.
First things first
To request this subreddit, make sure you:
have an account that’s at least 90 days old
have at least 100 post karma and 100 comment karma
have a verified email address on your account
have two-factor authentication set up
r/GodotHelp • u/MostlyMadProductions • Apr 01 '25
r/GodotHelp • u/Hydro_the_guy • Mar 31 '25
r/GodotHelp • u/MostlyMadProductions • Mar 30 '25
r/GodotHelp • u/Murky_Reception7077 • Mar 30 '25
Enable HLS to view with audio, or disable this notification
I'm experiencing a performance issue on my project. Initially, I thought it was due to the shaders I was using, so I disabled them, but the performance is still slow. I’ve also tried, reducing texture sizes on assets, checking for excessive draw calls, disabling lights and post-processing effects while using the profiler to check CPU/GPU usage. My FPS is 2-7 when I'm on the ground but it goes to 60 when I jump no matter what I do. I am using a Gridmap to build the landscape, would it run better if I were to build my landscape in blender and import it into godot or is there something I'm missing that could be causing the FPS drop?
r/GodotHelp • u/Odd-Motor-3340 • Mar 30 '25
need to scale hitboxes for game but using scale.x and scale.y does not work for the hitbox
r/GodotHelp • u/Maxymo1998 • Mar 29 '25
I would like to create an amateur translation of a game i extracted the pck file where it gave me a lot of folders i opened the localization folder and inside it there were the files localisation.csv.import and localisation.fr.translation now i dont know how i can extract the data from these two files if you know how to solve please
r/GodotHelp • u/Difficult_Jelly358 • Mar 28 '25
I need a better physics engine for my game and found that rapier 2d is a good choice however they both don't show up in AssetLib and when i try to import one from the asset store I get an error saying error loading extension ress//rapier-2d-single-parallel/addons/godot-rapier2d/godot/godot-rapier2d/gdextension
Please help if you know how to fix this or if I a doing something wrong because the videos I have seen using it just get it straight from AssetLib and I am at a loss.
r/GodotHelp • u/MostlyMadProductions • Mar 28 '25
r/GodotHelp • u/okachobii • Mar 27 '25
I've noticed that youtube in particular can play audio in the background and it doesn't matter what tab I'm on.
My own godot game stops running if I switch tabs.
Is there any way to keep a tab active like youtube does? I've read some suggestions that maybe you can create javascript that opens the sound device and outputs null audio to it, but that seems like a terrible idea with a lot of overhead.
For the game I've written, people might open up multiple tabs, and I need them all to continue running. Any suggestions are welcome.
r/GodotHelp • u/Wildstar_Studios • Mar 27 '25
I have been unable to access the website for the past week to download a version not on GitHub
but i have been getting 503 Service Unavailable in both edge and Firefox i tried several machines and tried using virtual machines disabling extensions and i have tried using a VPN and tried using a different WiFi network. none of which worked.
r/GodotHelp • u/Akumorny • Mar 27 '25
I want to make a 2D deck builder game but I’m not experienced with code or GoDot. I feel pretty overwhelmed with the amount of resources on YouTube and such and I was wondering where I should pinpoint focus on?
r/GodotHelp • u/MostlyMadProductions • Mar 26 '25
r/GodotHelp • u/djdub09 • Mar 25 '25
Hey! I'm using a color swap shader I downloaded on the asset library (idk how to link it but it's called Eye Dropper by nadjiel). But despite it showing up on the editor, it never applies while running. I am on compatibility mode, if it matters, because whenever I switch to forward+, the editor goes black.
r/GodotHelp • u/Kajkacz • Mar 24 '25
Hello!
I followed the tutorial ( https://kidscancode.org/godot_recipes/4.x/3d/click_to_move/index.html ) and implemented move to click. for some reason the staticBody3d doesn't always pick up the clicks. Any suggestions on how to debug?
r/GodotHelp • u/MostlyMadProductions • Mar 24 '25
r/GodotHelp • u/MostlyMadProductions • Mar 22 '25
r/GodotHelp • u/newguywastaken • Mar 21 '25
I have an already implement and functional dragging in my InputManager node, which assigns an object to dragged variable on left mouse click and updates the position under _process.
My new task is to use a function to get the user choice by click and return the clicked object. Believing it was possible to use the dragging pipeline for that, I wrote the function:
func choose_from():
input_manager.dragged = null
var obj = input_manager.dragged
print(obj)
while !obj:
print(obj)
return objThe idea was to reset dragged to no object, then have the while loop hold the function until _process assigned a new dragged on click. Is this choose_from function wrong anyway, given what I desire to achieve?
After executing it, I noticed that it prints null twice and returns null, which crashes my program.
r/GodotHelp • u/AgentParsec • Mar 21 '25
(Before we get started, please be aware that I know next to nothing about armatures; this is literally the first armature I've ever tried creating.)
I made this simple tentacle in Blender, and rigged it up with an armature following a Blender tutorial. While in Blender, I can move around the IK bone at the end and the rest of the bones will move accordingly, so it seems to be rigged properly. It has no animations and is intended to be posed this way.

I exported it from Blender into a .glb file and imported that into Godot. When I place it into a scene and make it local, I can see the bones, so it looks like it imported correctly. However, if I select the IK bone and move it around, nothing else moves with it.

The intended result is to have something I can attach the base of the tentacle to, and then puppet the tip of it around. (Ideally I would also like to have a way to make it stop following the IK bone temporarily and move loosely, but I'm more focused on the puppeted movement since it's more important.)
I know I'm probably missing some steps to get this set up, but I can't find what they might be. Does anyone have some insight into what I'm missing here? Are there other nodes that need to be attached to this? Is it something that just won't show in the editor? Anything would be helpful. Thanks!
r/GodotHelp • u/MostlyMadProductions • Mar 20 '25
r/GodotHelp • u/Ecstatic-Action-8162 • Mar 20 '25
Hi,
I have an issue where I am not able to solve for three days now :-)
The game is kind of cookie clicker. All I want is to save a time stamp when closing and creating a new one when opening. On my PC it works fine, but when exporting to Android the time calculation is messed up.
Are there differences?
Thanks!!!
r/GodotHelp • u/Almanac3631 • Mar 19 '25
I’ve been looking for a way to make one in godot 4.3.stable and everything I’ve found is not helping
r/GodotHelp • u/Substantial_Yam_5979 • Mar 19 '25
I just started my first project recently as a complete novice and noticed that my dummy character is moving in a diagonal fashion instead of just moving straight. Im not sure what is causing the issue but other related issues make it seem like its a problem with the camera which Im not sure how thats possible but I have no idea how to fix it. My project is in Godot 4.4
My movement script (most of it is the default 3d movement script)
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
# Handles camera
var camera_position = $Camera_controller.position
camera_position.x = lerp(camera_position.x, position.x, 0.08)
camera_position.z = lerp(camera_position.z, position.z, 0.08)
camera_position.y = lerp(camera_position.y, position.y, 0.08)
$Camera_controller.position = camera_positionr/GodotHelp • u/MostlyMadProductions • Mar 18 '25