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  • Control Gallery Demo
    4.2
    v4.2-31d1c0cDemos

    Showcases various Control nodes with their names affixed for easy recognition. This demo is inspired by similar "control gallery" demos found in GUI toolkits such as GTK. The 3 main panels ("Basic controls", "Numbers" and "Lists") are separated using HSplitContainer and VSplitContainer nodes. This makes their individual size adjustable. Drag the empty space between panels to resize them. Language: GDScript Renderer: Compatibility

    By: Godot Engine
  • 2D Lights and Shadows Demo
    3.5
    v3.5-9e68af3Demos

    Simple demo of 2D lights and shadows, using Light2D and LightOccluder2D. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 2D in 3D Demo
    3.5
    v3.5-9e68af3Demos

    A demo showing how a 2D scene can be shown within a 3D one using viewports. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 2D Navigation Demo
    3.5
    v3.5-9e68af3Demos

    Example of using 2D navigation using a NavigationPolygon in a NavigationPolygonInstance node. It uses the 2D navigation API to request a path between two points, and then traverses the resulting path. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 2D Kinematic Character Demo
    3.5
    v3.5-9e68af3Demos

    Example of how to make a kinematic character controller in 2D using KinematicBody2D. The character moves around, is affected by moving platforms, can jump through one-way collision platforms, etc. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 2D Isometric Demo
    3.5
    v3.5-9e68af3Demos

    This demo shows a traditional isometric view with depth sorting. A character can move around the level and will also slide around objects, as well as be occluded when standing in front or behind them. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 3D Platformer Demo
    3.5
    v3.5-9e68af3Demos

    3D Platformer demo using a KinematicBody. It uses similar code to the 2D platformer, but implemented in 3D. It also features audio reverberation (it sounds echo-y). Language: GDScript Renderer: GLES 3

    By: Godot Engine
  • 3D RigidBody Character Demo
    3.5
    v3.5-9e68af3Demos

    RigidBody character demo for 3D using a capsule for the character. Cubes as RigidBodies spawn in the map from above to show interaction with the player (jump on them, gently push them), which would be impossible with a KinematicBody. Language: GDScript Renderer: GLES 3

    By: Godot Engine
  • Visual Script Circle Pop Demo
    3.5
    v3.5-9e68af3Demos

    Demo of a simple game using visual script. You must click the circles to "pop" them in order to stop their invasion of the screen. Language: VisualScript Renderer: GLES 2

    By: Godot Engine
  • Visual Script Multitouch View Demo
    3.5
    v3.5-9e68af3Demos

    Simple debugger for multitouch input. Shows red dots everywhere you press. Language: VisualScript Renderer: GLES 2

    By: Godot Engine
  • GUI Theming Override Demo
    4.2
    v4.2-31d1c0cDemos

    Demonstrates how to override GUI colors and styleboxes at runtime. Language: GDScript Renderer: Compatibility

    By: Godot Engine
  • Mobile Sensors Demo
    4.2
    v4.2-31d1c0cDemos

    A demo showing the use of various sensors: an accelerometer, a gyroscope, and a magnetometer. These sensors are typically found on mobile devices, so don't expect this demo to work on a desktop PC. Language: GDScript Renderer: Mobile

    By: Godot Engine
  • GUI in 3D Viewport Demo
    4.2
    v4.2-31d1c0cDemos

    A demo showing a GUI instanced within a 3D scene using viewports, as well as forwarding mouse and keyboard input to the GUI. Language: GDScript Renderer: Compatibility

    By: Godot Engine
  • Multiplayer Bomber Demo
    3.5
    v3.5-9e68af3Demos

    A multiplayer implementation of the classical bomberman game. One of the players should press "host", while the other should type in his address and press "play". Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • Audio Generator Demo
    3.5
    v3.5-9e68af3Demos

    This is a demo showing how one can generate and play audio samples from GDScript. It plays a simple 440 Hz sine wave at 22050 Hz. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • FastNoiseLite Demo
    4.0
    v1.0.0Demos

    A demo to showcase the new FastNoiseLite in Godot 4

    By: OsakiTsukiko
  • Multiple Resolutions and Aspect Ratios Demo
    4.2
    v4.2-31d1c0cDemos

    This project demonstrates how to set up a project to handle screens of multiple resolutions and aspect ratios. This demo allows you to adjust the window's base resolution, stretch mode, stretch aspect, and scale factor (internally known as "stretch shrink"). This lets you see what happens when adjusting those properties. Make sure to resize the project window in any direction to see the difference with the various stretch mode and stretch aspect settings. The GUI can be made to fit the window or constrained to a specific aspect ratio from a list of common aspect ratios. On ultrawide aspect ratios, this can be used to prevent HUD elements from being too spread apart, which can harm the gameplay experience. For non-essential HUD elements, specific controls can be made to ignore this aspect ratio constraint when it makes sense (e.g. a list of players on the side of the screen). Additionally, a GUI margin setting is provided to better handle TVs with an overscan area to prevent GUI elements from being cut off. This can also improve the gameplay experience on large monitors by bringing HUD elements closer to the center of the screen. A DynamicFont with multichannel signed distance field (MSDF) rendering is also used. This allows for crisp font rendering at any resolution, without having to re-rasterize the font when the font size changes. This makes changing the various settings in this demo faster, especially when large font sizes are used as a result of the GUI scale factor setting being increased. Note that by default, Godot uses font oversampling for traditional rasterized DynamicFonts. This means MSDF fonts are *not* required to have crisp fonts at higher-than-default screen resolutions. Language: GDScript Renderer: Compatibility

    By: Godot Engine
  • BiDi and Font Features Demo
    4.2
    v4.2-31d1c0cDemos

    A demo showing BiDi text and BiDi overrides, line breaking and justification, and OpenType font features. Language: GDScript Renderer: Compatibility

    By: Godot Engine
  • Loading with Threads Demo
    3.5
    v3.5-9e68af3Demos

    An example using a thread to load an image. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • Window Management Demo
    3.5
    v3.5-9e68af3Demos

    A demo showing the various window management features available through the OS singleton. - Moving the window. - Making it resizeable / nonresizeable and setting its size. - Minimizing and maximizing. - Moving the window around. - Capturing or hiding the mouse. - Getting various information about the screens, including DPI. Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • Glow for 2D Demo
    4.2
    v4.2-31d1c0cDemos

    This showcases how to use glow in a 2D game via the WorldEnvironment node. Slide the cave image left and right to observe the glow effect at work. Language: GDScript Renderer: Forward+

    By: Godot Engine
  • 3D Physics Tests Demo
    3.5
    v3.5-9e68af3Demos

    This demo contains a series of tests for the 3D physics engine. They can be used for different purpose: * Functional tests to check for regressions and compare the behavior between physics engines * Performance tests to evaluate and compare performance between physics engines Language: GDScript Renderer: GLES 2

    By: Godot Engine
  • 3D Voxel Demo
    3.5
    v3.5-9e68af3Demos

    This demo is a minimal first-person voxel game, inspired by others such as Minecraft. Language: GDScript Renderer: GLES 2 How does it work? Each chunk is a StaticBody with each block having its own CollisionShape for collisions. The meshes are created using SurfaceTool which allows specifying vertices, triangles, and UV coordinates for constructing a mesh. The chunks and chunk data are stored in Dictionary objects. New chunks have their meshes drawn in separate Threads, but generating the collisions is done in the main thread, since Godot does not support changing physics objects in a separate thread. There are two terrain types, random blocks and flat grass. A more complex terrain generator is out-of-scope for this demo project. The player can place and break blocks using the RayCast node attached to the camera. It uses the collision information to figure out the block position and change the block data. You can switch the active block using the brackets or with the middle mouse button. There is a settings menu for render distance and toggling the fog. Settings are stored inside of an AutoLoad singleton called "Settings". This class will automatically save settings, and load them when the game opens, by using the File class. Sticking to GDScript and the built-in Godot tools, as this demo does, is quite limiting. If you are making your own voxel game, you should probably use Zylann's voxel module instead: https://github.com/Zylann/godot_voxel

    By: Godot Engine