Datasets:
instruction stringlengths 25 220 | input stringclasses 0
values | output stringlengths 80 8.32k | category stringclasses 67
values | source stringlengths 20 165 |
|---|---|---|---|---|
What does the Godot documentation say about "Complying with licenses"? | null | Warning: The recommendations in this page are not legal advice. They are provided in good faith to help users navigate license attribution requirements. | about | about/complying_with_licenses.html#complying-with-licenses |
In the Godot docs on "Complying with licenses", what does the section "What are licenses?" explain? | null | Godot is created and distributed under the MIT License. It doesn't have a sole owner, as every contributor that submits code to the project does it under this same license and keeps ownership of their contribution.
The license is the legal requirement for you (or your company) to use and distribute the software (and d... | about | about/complying_with_licenses.html#what-are-licenses |
Explain "Requirements" in the context of "Complying with licenses" in Godot. | null | In the case of the MIT license, the only requirement is to include the license text somewhere in your game or derivative project.
This text reads as follows:
```
This game uses Godot Engine, available under the following license:
Copyright (c) 2014-present Godot Engine contributors.
Copyright (c) 2007-2014 Juan Lini... | about | about/complying_with_licenses.html#requirements |
Explain "Inclusion" in the context of "Complying with licenses" in Godot. | null | The license text must be made available to the user. The license doesn't specify how the text has to be included, but here are the most common approaches (you only need to implement one of them, not all). | about | about/complying_with_licenses.html#inclusion |
Regarding "Complying with licenses > Inclusion" in Godot, tell me about "Credits screen". | null | Include the above license text somewhere in the credits screen. It can be at the bottom after showing the rest of the credits. Most large studios use this approach with open source licenses. | about | about/complying_with_licenses.html#credits-screen |
In the Godot docs on "Complying with licenses > Inclusion", what does the section "Licenses screen" explain? | null | Some games have a special menu (often in the settings) to display licenses. This menu is typically accessed with a button called Third-party Licenses or Open Source Licenses. | about | about/complying_with_licenses.html#licenses-screen |
In the Godot docs on "Complying with licenses > Inclusion", what does the section "Output log" explain? | null | Printing the license text using the print() function may be enough on platforms where a global output log is readable. This is the case on desktop platforms, Android and HTML5 (but not iOS). | about | about/complying_with_licenses.html#output-log |
Regarding "Complying with licenses > Inclusion" in Godot, tell me about "Accompanying file". | null | If the game is distributed on desktop platforms, a file containing the license text can be added to the software that is installed to the user PC. | about | about/complying_with_licenses.html#accompanying-file |
In the Godot docs on "Complying with licenses > Inclusion", what does the section "Link to the license" explain? | null | The Godot Engine developers consider that a link to `godotengine.org/license` in your game documentation or credits would be an acceptable way to satisfy the license terms.
Tip: Godot provides several methods to get license information in the Engine singleton. This allows you to source the license information directly... | about | about/complying_with_licenses.html#link-to-the-license |
Regarding "Complying with licenses" in Godot, tell me about "Third-party licenses". | null | Godot itself contains software written by third parties, which is compatible with, but not covered by Godot's MIT license.
Many of these dependencies are distributed under permissive open source licenses which require attribution by explicitly citing their copyright statement and license text in the final product's do... | about | about/complying_with_licenses.html#third-party-licenses |
Give an overview of "Documentation changelog" in the Godot game engine. | null | The documentation is continually being improved. New releases include new pages, fixes and updates to existing pages, and many updates to the class reference. Below is a list of new pages added since version 3.0.
Note: This document only contains new pages, so not all changes are reflected. Many pages have been substa... | about | about/docs_changelog.html#documentation-changelog |
Explain "Physics" in the context of "Documentation changelog > New pages since version 4.3" in Godot. | null | - Physics Interpolation
- Quick start guide
- Introduction
- Using physics interpolation
- Advanced physics interpolation
- 2D and 3D physics interpolation | about | about/docs_changelog.html#physics |
Explain "XR" in the context of "Documentation changelog > New pages since version 4.2" in Godot. | null | - A better XR start script
- AR / Passthrough
- Where to go from here
- OpenXR Settings
- OpenXR composition layers
- OpenXR body tracking | about | about/docs_changelog.html#xr |
In the Godot docs on "Documentation changelog > New pages since version 3.6", what does the section "3D" explain? | null | - 3D antialiasing
- Faking global illumination
- Introduction to global illumination
- Mesh level of detail (LOD)
- Occlusion culling
- Signed distance field global illumination (SDFGI)
- Using decals
- Visibility ranges (HLOD)
- Volumetric fog and fog volumes
- Variable rate shading
- Physical light and camera units | about | about/docs_changelog.html#id17 |
In the Godot docs on "Documentation changelog > New pages since version 3.2", what does the section "Scripting" explain? | null | - Debugger panel
- Creating script templates
- Evaluating expressions
- What is GDExtension?
- GDScript warning system (split from Static typing in GDScript) | about | about/docs_changelog.html#id35 |
In the Godot docs on "Documentation changelog > New pages since version 3.1", what does the section "Shading" explain? | null | - Your First Shader Series:
- Introduction to shaders
- Your first 2D shader
- Your first 3D shader
- Your second 3D shader
- Using VisualShaders | about | about/docs_changelog.html#shading |
In the Godot docs on "Documentation changelog > New pages since version 3.1", what does the section "Creating content" explain? | null | Procedural geometry series:
- Procedural geometry
- Using the ArrayMesh
- Using the SurfaceTool
- Using the MeshDataTool
- Using ImmediateMesh | about | about/docs_changelog.html#creating-content |
Explain "Project workflow" in the context of "Documentation changelog > New pages since version 3.0" in Godot. | null | Best Practices:
- Introduction
- Applying object-oriented principles in Godot
- Scene organization
- When to use scenes versus scripts
- Autoloads versus regular nodes
- When and how to avoid using nodes for everything
- Godot interfaces
- Godot notifications
- Data preferences
- Logic preferences | about | about/docs_changelog.html#id40 |
Regarding "Documentation changelog > New pages since version 3.0" in Godot, tell me about "3D". | null | - Prototyping levels with CSG
- Animating thousands of fish with MultiMeshInstance3D
- Controlling thousands of fish with Particles | about | about/docs_changelog.html#id42 |
Regarding "Documentation changelog > New pages since version 3.0" in Godot, tell me about "Shading". | null | - Converting GLSL to Godot shaders
- Advanced post-processing
Shading Reference:
- Introduction to shaders
- Shading language
- Spatial shaders
- CanvasItem shaders
- Particle shaders | about | about/docs_changelog.html#id45 |
Regarding "Documentation changelog > New pages since version 3.0" in Godot, tell me about "Miscellaneous". | null | - Fixing jitter, stutter and input lag
- Running code in the editor
- Change scenes manually | about | about/docs_changelog.html#miscellaneous |
Regarding "Frequently asked questions" in Godot, tell me about "What can I do with Godot? How much does it cost? What are the license terms?". | null | Godot is Free and open source Software available under the OSI-approved MIT license. This means it is free as in "free speech" as well as in "free beer."
In short:
- You are free to download and use Godot for any purpose: personal, non-profit, commercial, or otherwise.
- You are free to modify, distribute, redistribu... | about | about/faq.html#what-can-i-do-with-godot-how-much-does-it-cost-what-are-the-license-terms |
Explain "Which platforms are supported by Godot?" in the context of "Frequently asked questions" in Godot. | null | For the editor:
- Windows
- macOS
- Linux, *BSD
- Android (experimental)
- Web (experimental)
For exporting your games:
- Windows
- macOS
- Linux, *BSD
- Android
- iOS
- Web
Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default. Official macOS builds support Apple Silicon native... | about | about/faq.html#which-platforms-are-supported-by-godot |
Explain "Which programming languages are supported in Godot?" in the context of "Frequently asked questions" in Godot. | null | The officially supported languages for Godot are GDScript, C#, and C++. See the subcategories for each language in the scripting section.
If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting lan... | about | about/faq.html#which-programming-languages-are-supported-in-godot |
Regarding "Frequently asked questions" in Godot, tell me about "What is GDScript and why should I use it?". | null | GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before, then y... | about | about/faq.html#what-is-gdscript-and-why-should-i-use-it |
Regarding "Frequently asked questions" in Godot, tell me about "What were the motivations behind creating GDScript?". | null | In the early days, the engine used the Lua scripting language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with Python, that also proved difficult to embed.
The main reasons fo... | about | about/faq.html#what-were-the-motivations-behind-creating-gdscript |
Explain "Which programming language is fastest?" in the context of "Frequently asked questions" in Godot. | null | In most games, the scripting language itself is not the cause of performance problems. Instead, performance is slowed by inefficient algorithms (which are slow in all languages), by GPU performance, or by the common C++ engine code like physics or navigation. All languages supported by Godot are fast enough for general... | about | about/faq.html#which-programming-language-is-fastest |
In the Godot docs on "Frequently asked questions", what does the section "What 3D model formats does Godot support?" explain? | null | You can find detailed information on supported formats, how to export them from your 3D modeling software, and how to import them for Godot in the Importing 3D scenes documentation. | about | about/faq.html#what-3d-model-formats-does-godot-support |
Explain "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" in the context of "Frequently asked questions" in Godot. | null | The aim of Godot is to create a free and open source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos.
That said, because Godot is open so... | about | about/faq.html#will-insert-closed-sdk-such-as-fmod-gameworks-etc-be-supported-in-godot |
Regarding "Frequently asked questions" in Godot, tell me about "How can I extend Godot?". | null | For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at EditorPlugins and tool scripts.
Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:
- Introducing GDNative's successor, GDExtension
You can also take a look at... | about | about/faq.html#how-can-i-extend-godot |
Regarding "Frequently asked questions" in Godot, tell me about "How do I install the Godot editor on my system (for desktop integration)?". | null | Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from Steam (all platforms), Scoop (Windows), Homebrew (macOS) or Flathub (Linux). This will automatically perform the require... | about | about/faq.html#how-do-i-install-the-godot-editor-on-my-system-for-desktop-integration |
Explain "Windows" in the context of "Frequently asked questions > How do I install the Godot editor on my system (for desktop integration)?" in Godot. | null | - Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future.
- Right-click the Godot executable and choose Create Shortcut.
- Move the created shortcut to `%APPDATA%\Microsoft\Windows\Start Menu\Programs`. This is the u... | about | about/faq.html#windows |
In the Godot docs on "Frequently asked questions > How do I install the Godot editor on my system (for desktop integration)?", what does the section "macOS" explain? | null | Drag the extracted Godot application to `/Applications/Godot.app`, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in `/Applications` or `~/Applications`. | about | about/faq.html#macos |
Explain "Linux" in the context of "Frequently asked questions > How do I install the Godot editor on my system (for desktop integration)?" in Godot. | null | - Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future.
- Rename and move the Godot binary to a location present in your `PATH` environment variable. This is typically `/usr/local/bin/godot` or `/usr/bin/godot`. Doing ... | about | about/faq.html#linux |
Explain "Is the Godot editor a portable application?" in the context of "Frequently asked questions" in Godot. | null | In its default configuration, Godot is semi-portable. Its executable can run from any location (including non-writable locations) and never requires administrator privileges.
However, configuration files will be written to the user-wide configuration or data directory. This is usually a good approach, but this means c... | about | about/faq.html#is-the-godot-editor-a-portable-application |
In the Godot docs on "Frequently asked questions", what does the section "Why does Godot aim to keep its core feature set small?" explain? | null | Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of something not used often is advanced artificial intelligence functionality.
There are several reasons for this:
- Code maintenance and surface for bugs. Every time we accept new code in the... | about | about/faq.html#why-does-godot-aim-to-keep-its-core-feature-set-small |
In the Godot docs on "Frequently asked questions", what does the section "How should assets be created to handle multiple resolutions and aspect ratios?" explain? | null | This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point an... | about | about/faq.html#how-should-assets-be-created-to-handle-multiple-resolutions-and-aspect-ratios |
In the Godot docs on "Frequently asked questions", what does the section "Which Godot version should I use for a new project?" explain? | null | We recommend using Godot 4.x for new projects, but depending on the feature set you need, it may be better to use 3.x instead. See Which version should I use for a new project? for more information. | about | about/faq.html#which-godot-version-should-i-use-for-a-new-project |
In the Godot docs on "Frequently asked questions", what does the section "Should I upgrade my project to use new Godot versions?" explain? | null | Some new versions are safer to upgrade to than others. In general, whether you should upgrade depends on your project's circumstances. See Should I upgrade my project to use new engine versions? for more information. | about | about/faq.html#should-i-upgrade-my-project-to-use-new-godot-versions |
In the Godot docs on "Frequently asked questions", what does the section "I would like to contribute! How can I get started?" explain? | null | Awesome! As an open source project, Godot thrives off of the innovation and the ambition of developers like you.
The best way to start contributing to Godot is by using it and reporting any issues that you might experience. A good bug report with clear reproduction steps helps your fellow contributors fix bugs quickly... | about | about/faq.html#i-would-like-to-contribute-how-can-i-get-started |
Regarding "Frequently asked questions" in Godot, tell me about "I have a great idea for Godot. How can I share it?". | null | We are always looking for suggestions about how to improve the engine. User feedback is the main driving force behind our decision-making process, and limitations that you might face while working on your project are a great data point for us when considering engine enhancements.
If you experience a usability problem ... | about | about/faq.html#i-have-a-great-idea-for-godot-how-can-i-share-it |
Regarding "Frequently asked questions" in Godot, tell me about "Is it possible to use Godot to create non-game applications?". | null | Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt.
See Creating applications for more information. | about | about/faq.html#is-it-possible-to-use-godot-to-create-non-game-applications |
Explain "Is it possible to use Godot as a library?" in the context of "Frequently asked questions" in Godot. | null | If you are looking to make a game with Godot, keep in mind Godot is designed to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term.
For more specialized applications, it can make sense to look into using Godot as a library. Since Godot 4.6, there is experimen... | about | about/faq.html#is-it-possible-to-use-godot-as-a-library |
Regarding "Frequently asked questions" in Godot, tell me about "What user interface toolkit does Godot use?". | null | Godot does not use a standard GUI toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, which is always rendered using hardware acceleration. There is no built-in software fallback, although external solutions that emulate graphics APIs on the CPU can be used.
This toolkit is exposed i... | about | about/faq.html#what-user-interface-toolkit-does-godot-use |
Regarding "Frequently asked questions" in Godot, tell me about "Why does Godot use the SCons build system?". | null | Godot uses the SCons build system. There are no plans to switch to a different build system in the near future. There are many reasons why we have chosen SCons over other alternatives. For example:
- Godot can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAs... | about | about/faq.html#why-does-godot-use-the-scons-build-system |
In the Godot docs on "Frequently asked questions", what does the section "Why does Godot not use STL (Standard Template Library)?" explain? | null | Like many other libraries (Qt as an example), Godot does not make use of STL (with a few exceptions such as threading primitives). We believe STL is a great general-purpose library, but we had special requirements for Godot.
- STL templates create very large symbols, which results in huge debug binaries. We use few te... | about | about/faq.html#why-does-godot-not-use-stl-standard-template-library |
In the Godot docs on "Frequently asked questions", what does the section "Why does Godot not use exceptions?" explain? | null | We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going.
Additionally, exceptions significantly increase the binary size for the executable and result ... | about | about/faq.html#why-does-godot-not-use-exceptions |
In the Godot docs on "Frequently asked questions", what does the section "Does Godot use an ECS (Entity Component System)?" explain? | null | Godot does not use an ECS and relies on inheritance instead. While there is no universally better approach, we found that using an inheritance-based approach resulted in better usability while still being fast enough for most use cases.
That said, nothing prevents you from making use of composition in your project by ... | about | about/faq.html#does-godot-use-an-ecs-entity-component-system |
Regarding "Frequently asked questions" in Godot, tell me about "Why does Godot not force users to implement DOD (Data-Oriented Design)?". | null | While Godot internally attempts to use cache coherency as much as possible, we believe users don't need to be forced to use DOD practices.
DOD is mostly a cache coherency optimization that can only provide significant performance improvements when dealing with dozens of thousands of objects which are processed every f... | about | about/faq.html#why-does-godot-not-force-users-to-implement-dod-data-oriented-design |
What does the Godot documentation say about "Introduction"? | null | ```gdscript
func _ready():
print("Hello world!")
```
```csharp
public override void _Ready()
{
GD.Print("Hello world!");
}
```
Welcome to the official documentation of Godot Engine, the free and open source community-driven 2D and 3D game engine! Behind this mouthful, you will find a powerful yet user-friendl... | about | about/introduction.html#introduction |
Explain "Before you start" in the context of "Introduction" in Godot. | null | The Tutorials and resources page lists video tutorials contributed by the community. If you prefer video to text, consider checking them out. Otherwise, Getting Started is a great starting point.
In case you have trouble with one of the tutorials or your project, you can find help on the various Community channels, es... | about | about/introduction.html#before-you-start |
Explain "About Godot Engine" in the context of "Introduction" in Godot. | null | A game engine is a complex tool and difficult to present in a few words. Here's a quick synopsis, which you are free to reuse if you need a quick write-up about Godot Engine:
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set... | about | about/introduction.html#about-godot-engine |
In the Godot docs on "Introduction", what does the section "Organization of the documentation" explain? | null | This documentation is organized into several sections:
- About contains this introduction as well as information about the engine, its history, its licensing, authors, etc. It also contains the Frequently asked questions.
- Getting Started contains all necessary information on using the engine to make games. It starts... | about | about/introduction.html#organization-of-the-documentation |
Explain "About this documentation" in the context of "Introduction" in Godot. | null | Members of the Godot Engine community continuously write, correct, edit, and improve this documentation. We are always looking for more help. You can also contribute by opening Github issues or translating the documentation into your language. If you are interested in helping, see How to contribute and Writing document... | about | about/introduction.html#about-this-documentation |
Give an overview of "List of features" in the Godot game engine. | null | This page aims to list all features currently supported by Godot.
Note: This page lists features supported by the current stable version of Godot. Some of these features are not available in the 3.x release series. | about | about/list_of_features.html#list-of-features |
Explain "Platforms" in the context of "List of features" in Godot. | null | See also: See System requirements for hardware and software version requirements.
Note: For information about console support, see the Godot website.
Can run both the editor and exported projects:
- Windows (x86 and ARM, 64-bit and 32-bit).
- macOS (x86 and ARM, 64-bit only).
- Linux (x86 and ARM, 64-bit and 32-bit)... | about | about/list_of_features.html#platforms |
In the Godot docs on "List of features", what does the section "Editor" explain? | null | Features:
- Scene tree editor.
- Built-in script editor. Also supports editing text files and using custom syntax highlighters.
- Support for external script editors such as Visual Studio Code or Vim.
- GDScript debugger.
- Supports debugging in threads.
- Visual profiler with CPU and GPU time indications for each ... | about | about/list_of_features.html#editor |
In the Godot docs on "List of features", what does the section "Rendering" explain? | null | Godot 4 includes three renderers:
- Forward+. The most advanced renderer, suited for desktop platforms only. Used by default on desktop platforms. This renderer uses Vulkan, Direct3D 12, or Metal as the rendering driver, and it uses the RenderingDevice backend.
- Mobile. Fewer features, but renders simple scenes faste... | about | about/list_of_features.html#rendering |
Explain "2D graphics" in the context of "List of features" in Godot. | null | - Sprite, polygon and line rendering.
- High-level tools to draw lines and polygons such as Polygon2D and Line2D, with support for texturing.
- AnimatedSprite2D as a helper for creating animated sprites.
- Parallax layers.
- Pseudo-3D support including preview in the editor.
- 2D lighting with normal maps and spe... | about | about/list_of_features.html#d-graphics |
In the Godot docs on "List of features", what does the section "2D tools" explain? | null | - TileMaps for 2D tile-based level design.
- 2D camera with built-in smoothing and drag margins.
- Path2D node to represent a path in 2D space.
- Can be drawn in the editor or generated procedurally.
- PathFollow2D node to make nodes follow a Path2D.
- 2D geometry helper class. | about | about/list_of_features.html#d-tools |
In the Godot docs on "List of features", what does the section "2D physics" explain? | null | Physics bodies:
- Static bodies.
- Animatable bodies (for objects moving only by script or animation, such as doors and platforms).
- Rigid bodies.
- Character bodies.
- Joints.
- Areas to detect bodies entering or leaving it.
- Physics interpolation.
Collision detection:
- Built-in shapes: line, box, circle, capsul... | about | about/list_of_features.html#d-physics |
In the Godot docs on "List of features", what does the section "3D graphics" explain? (part 1/3) | null | - Linear HDR internal lighting calculations.
- Optional debanding to reduce banding artifacts in gradients.
- HDR output on supported platforms and renderers.
- Perspective, orthographic and frustum-offset cameras.
- When using the Forward+ renderer, a depth prepass is used to improve performance in complex scenes by r... | about | about/list_of_features.html#id1 |
In the Godot docs on "List of features", what does the section "3D graphics" explain? (part 2/3) | null | - Supports baking indirect light only or baking both direct and indirect lighting. The bake mode can be adjusted on a per-light basis to allow for hybrid light baking setups.
- Supports lighting dynamic objects using automatic and manually placed probes.
- Optionally supports directional lighting based on spheric... | about | about/list_of_features.html#id1 |
In the Godot docs on "List of features", what does the section "3D graphics" explain? (part 3/3) | null | - Exponential depth fog.
- Exponential height fog.
- Support for automatic fog color depending on the sky color (aerial perspective).
- Support for sun scattering in the fog.
- Support for controlling how much fog rendering should affect the sky, with separate controls for traditional and volumetric fog.
- Support for ... | about | about/list_of_features.html#id1 |
Regarding "List of features" in Godot, tell me about "3D tools". | null | - Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube.
- GridMaps for 3D tile-based level design.
- Constructive solid geometry (intended for prototyping).
- Tools for procedural geometry generation.
- Path3D node to represent a path in 3D space.
- Can be drawn in the editor o... | about | about/list_of_features.html#id2 |
Explain "3D physics" in the context of "List of features" in Godot. | null | Physics bodies:
- Static bodies.
- Animatable bodies (for objects moving only by script or animation, such as doors and platforms).
- Rigid bodies.
- Character bodies.
- Vehicle bodies (intended for arcade physics, not simulation).
- Joints.
- Soft bodies.
- Ragdolls.
- Areas to detect bodies entering or leaving it.
-... | about | about/list_of_features.html#id3 |
In the Godot docs on "List of features", what does the section "Shaders" explain? | null | - 2D: Custom vertex, fragment, and light shaders.
- 3D: Custom vertex, fragment, light, sky, and fog shaders.
- Custom shaders can procedurally generate and modify textures in real-time using DrawableTexture2D.
- Text-based shaders using a shader language inspired by GLSL.
- Syntax highlighting is provided on GitHub by... | about | about/list_of_features.html#shaders |
Explain "Scripting" in the context of "List of features" in Godot. | null | General:
- Object-oriented design pattern with scripts extending nodes.
- Signals and groups for communicating between scripts.
- Support for cross-language scripting.
- Many 2D, 3D and 4D linear algebra data types such as vectors and transforms.
GDScript:
- High-level interpreted language with optional static typin... | about | about/list_of_features.html#scripting |
Regarding "List of features" in Godot, tell me about "Audio". | null | Features:
- Mono, stereo, 5.1 and 7.1 output.
- Non-positional and positional playback in 2D and 3D.
- Optional Doppler effect in 2D and 3D.
- Support for re-routable audio buses and effects with dozens of effects included.
- Support for polyphony (playing several sounds from a single AudioStreamPlayer node).
- Sup... | about | about/list_of_features.html#audio |
Explain "Import" in the context of "List of features" in Godot. | null | - Support for custom import plugins.
Formats:
- Images: See Importing images.
- Audio:
- WAV with optional QOA or IMA-ADPCM compression.
- Ogg Vorbis.
- MP3.
- 3D scenes: See Importing 3D scenes.
- glTF 2.0 (recommended).
- `.blend` (by calling Blender's glTF export functionality transparently).
- FBX (... | about | about/list_of_features.html#import |
Regarding "List of features" in Godot, tell me about "Input". | null | - Input mapping system using hardcoded input events or remappable input actions.
- Axis values can be mapped to two different actions with a configurable deadzone.
- Use the same code to support both keyboards and gamepads.
- Keyboard input.
- Keys can be mapped in "physical" mode to be independent of the keybo... | about | about/list_of_features.html#input |
Regarding "List of features" in Godot, tell me about "Navigation". | null | - A* algorithm in 2D and 3D.
- Navigation meshes with dynamic obstacle avoidance in 2D and 3D.
- Generate navigation meshes from the editor or at runtime (including from an exported project). | about | about/list_of_features.html#navigation |
Explain "Networking" in the context of "List of features" in Godot. | null | - Low-level TCP networking using StreamPeer and TCPServer.
- Low-level UDP networking using PacketPeer and UDPServer.
- Low-level HTTP requests using HTTPClient.
- High-level HTTP requests using HTTPRequest.
- Supports HTTPS out of the box using bundled certificates.
- High-level multiplayer API using UDP and ENet.
... | about | about/list_of_features.html#networking |
Explain "Internationalization" in the context of "List of features" in Godot. | null | - Full support for Unicode including emoji.
- Support for loading system fonts on Windows, macOS, and Linux.
- By default, system fonts are used as a fallback to display unsupported characters. This allows proper display of multilingual text without having to bundle large font files with a project.
- Store localizat... | about | about/list_of_features.html#internationalization |
In the Godot docs on "List of features", what does the section "Windowing and OS integration" explain? | null | - Spawn multiple independent windows within a single process.
- Move, resize, minimize, and maximize windows spawned by the project.
- Change the window title and icon.
- Create transparent windows to use as overlays, with polygon-based mouse passthrough support.
- Request attention (will cause the title bar to blink o... | about | about/list_of_features.html#windowing-and-os-integration |
In the Godot docs on "List of features", what does the section "Mobile" explain? | null | - Virtual joystick and buttons for touch input.
- In-app purchases on Android and iOS.
- Support for advertisements using third-party modules.
- Support for picture-in-picture mode on Android. | about | about/list_of_features.html#mobile |
In the Godot docs on "List of features", what does the section "XR support (AR and VR)" explain? | null | - Support for desktop headsets using OpenXR. If a headset works with SteamVR, it should work with Godot.
- Godot also supports Quest over Link, AndroidXR Direct Preview, and Pico Connect.
- Support for Android-based headsets using OpenXR. Including support for the following standalone headsets:
- Meta Quest 1/2/3... | about | about/list_of_features.html#xr-support-ar-and-vr |
Explain "GUI system" in the context of "List of features" in Godot. | null | Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons.
Nodes:
- Buttons.
- Checkboxes, check buttons, radio buttons.
- Text entry using LineEdit (single line), TextEdit (multiple lines), and CodeEdit (supports syntax highlighting... | about | about/list_of_features.html#gui-system |
In the Godot docs on "List of features", what does the section "Animation" explain? | null | - Direct kinematics and inverse kinematics.
- Support for animating any property with customizable interpolation.
- Support for calling methods in animation tracks.
- Support for playing sounds in animation tracks.
- Support for Bézier curves in animation. | about | about/list_of_features.html#animation |
In the Godot docs on "List of features", what does the section "File formats" explain? | null | - Scenes and resources can be saved in text-based or binary formats.
- Text-based formats are human-readable and more friendly to version control.
- Binary formats are faster to save/load for large scenes/resources.
- Read and write text or binary files using FileAccess.
- Can optionally be compressed or encryp... | about | about/list_of_features.html#file-formats |
In the Godot docs on "List of features", what does the section "Miscellaneous" explain? | null | - Video playback with built-in support for Ogg Theora.
- Movie Maker mode to record videos from a running project with synchronized audio and perfect frame pacing.
- Low-level access to servers which allows bypassing the scene tree's overhead when needed.
- Command line interface for automation.
- Export and deploy ... | about | about/list_of_features.html#miscellaneous |
Explain "Godot release policy" in Godot. | null | Godot's release policy is in constant evolution. The description below provides a general idea of what to expect, but what will actually happen depends on the choices of core contributors and the needs of the community at a given time. | about | about/release_policy.html#godot-release-policy |
In the Godot docs on "Godot release policy", what does the section "Godot versioning" explain? | null | Godot loosely follows Semantic Versioning with a `major.minor.patch` versioning system, albeit with an interpretation of each term adapted to the complexity of a game engine:
- The `major` version is incremented when major compatibility breakages happen which imply significant porting work to move projects from one ma... | about | about/release_policy.html#godot-versioning |
In the Godot docs on "Godot release policy", what does the section "Release support timeline" explain? | null | Stable branches are supported at least until the next stable branch is released and has received its first patch update. In practice, we support stable branches on a best effort basis for as long as they have active users who need maintenance updates.
Whenever a new major version is released, we make the previous stab... | about | about/release_policy.html#release-support-timeline |
In the Godot docs on "Godot release policy", what does the section "Which version should I use for a new project?" explain? | null | We recommend using Godot 4.x for new projects, as the Godot 4.x series will be supported long after 3.x stops receiving updates in the future. One caveat is that a lot of third-party documentation hasn't been updated for Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we recommend keeping Upgrad... | about | about/release_policy.html#which-version-should-i-use-for-a-new-project |
In the Godot docs on "Godot release policy", what does the section "Should I upgrade my project to use new engine versions?" explain? | null | Note: Upgrading software while working on a project is inherently risky, so consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong.
That said, we do our best to keep minor and espec... | about | about/release_policy.html#should-i-upgrade-my-project-to-use-new-engine-versions |
Explain "When is the next release out?" in the context of "Godot release policy" in Godot. | null | While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently.
In particular, after the very long release cycle for 4.0, we are pivoting to a faster-paced development workflow, 4.1 released 4 months after 4.0, and 4.2 released 4 months after 4.1.
Frequent minor... | about | about/release_policy.html#when-is-the-next-release-out |
Explain "What are the criteria for compatibility across engine versions?" in the context of "Godot release policy" in Godot. | null | Note: This section is intended to be used by contributors to determine which changes are safe for a given release. The list is not exhaustive; it only outlines the most common situations encountered during Godot's development.
The following changes are acceptable in patch releases:
- Fixing a bug in a way that has no... | about | about/release_policy.html#what-are-the-criteria-for-compatibility-across-engine-versions |
What does the Godot documentation say about "System requirements"? | null | This page contains system requirements for the editor and exported projects. These specifications are given for informative purposes only, but they can be referred to if you're looking to build or upgrade a system to use Godot on. | about | about/system_requirements.html#system-requirements |
Regarding "System requirements" in Godot, tell me about "Godot editor". | null | These are the minimum specifications required to run the Godot editor and work on a simple 2D or 3D project: | about | about/system_requirements.html#godot-editor |
Explain "Desktop or laptop PC - Minimum" in the context of "System requirements > Godot editor" in Godot. | null | | CPU | - Windows: x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 support, ARMv8 CPU - Example: Intel Core 2 Duo E8200, AMD FX-4100, Snapdragon X Elite - macOS: x86_64 or ARM CPU (Apple Silicon) - Example: Intel 7th Gen (Kaby Lake) CPU, Apple M1 - Linux: x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 suppor... | about | about/system_requirements.html#desktop-or-laptop-pc-minimum |
In the Godot docs on "System requirements > Godot editor", what does the section "Mobile device (smartphone/tablet) - Minimum" explain? | null | | CPU | - Android: SoC with any 32-bit or 64-bit ARM or x86 CPU - Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430 - iOS: Cannot run the editor |
| GPU | - Forward+ renderer: SoC featuring GPU with full Vulkan 1.0 support - Example: Qualcomm Adreno 505, Mali-G71 MP2 - Mobile renderer: SoC featuring GPU with... | about | about/system_requirements.html#mobile-device-smartphone-tablet-minimum |
Regarding "System requirements > Godot editor" in Godot, tell me about "Desktop or laptop PC - Recommended". | null | | CPU | - Windows: x86_64 CPU with SSE4.2 support, with 4 physical cores or more, ARMv8 CPU - Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite - macOS: x86_64 or ARM CPU (Apple Silicon) - Example: Intel Core i5-8500, Apple M1 - Linux: x86_64 CPU with SSE4.2 support, ARMv7 or ARMv8 CPU - Example: Intel... | about | about/system_requirements.html#desktop-or-laptop-pc-recommended |
Explain "Mobile device (smartphone/tablet) - Recommended" in the context of "System requirements > Godot editor" in Godot. | null | | CPU | - Android: SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - Example: Qualcomm Snapdragon 845, Samsung Exynos 9810 - iOS: Cannot run the editor |
| GPU | - Forward+ renderer: SoC featuring GPU with full Vulkan 1.2 support - Example: Qualcomm Adreno 630, Mali-G72 MP18 - Mobile renderer: SoC fe... | about | about/system_requirements.html#mobile-device-smartphone-tablet-recommended |
Explain "Exported Godot project" in the context of "System requirements" in Godot. | null | Warning: The requirements below are a baseline for a simple 2D or 3D project, with basic scripting and few visual flourishes. CPU, GPU, RAM and storage requirements will heavily vary depending on your project's scope, its renderer, viewport resolution and graphics settings chosen. Other programs running on the system w... | about | about/system_requirements.html#exported-godot-project |
In the Godot docs on "System requirements > Exported Godot project", what does the section "Desktop or laptop PC - Minimum" explain? | null | | CPU | - Windows: x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 support, ARMv8 CPU - Example: Intel Core 2 Duo E8200, AMD FX-4100, Snapdragon X Elite - macOS: x86_64 or ARM CPU (Apple Silicon) - Example: Intel 7th Gen (Kaby Lake) CPU, Apple M1 - Linux: x86_32 CPU with SSE2 support, x86_64 CPU with SSE4.2 suppor... | about | about/system_requirements.html#id1 |
Regarding "System requirements > Exported Godot project" in Godot, tell me about "Mobile device (smartphone/tablet) - Minimum". | null | | CPU | - Android: SoC with any 32-bit or 64-bit ARM or x86 CPU - Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430 - iOS: SoC with any 64-bit ARM CPU - Example: Apple A7 (iPhone 5S) |
| GPU | - Forward+ renderer: SoC featuring GPU with full Vulkan 1.0 support, or Metal 3 support (iOS/iPadOS) - Example (Vulk... | about | about/system_requirements.html#id2 |
Explain "Desktop or laptop PC - Recommended" in the context of "System requirements > Exported Godot project" in Godot. | null | | CPU | - Windows: x86_64 CPU with SSE4.2 support, with 4 physical cores or more, ARMv8 CPU - Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite - macOS: x86_64 or ARM CPU (Apple Silicon) - Example: Intel Core i5-8500, Apple M1 - Linux: x86_64 CPU with SSE4.2 support, with 4 physical cores or more, ARMv... | about | about/system_requirements.html#id3 |
In the Godot docs on "System requirements > Exported Godot project", what does the section "Mobile device (smartphone/tablet) - Recommended" explain? | null | | CPU | - Android: SoC with 64-bit ARM or x86 CPU, with 3 "performance" cores or more - Example: Qualcomm Snapdragon 845, Samsung Exynos 9810 - iOS: SoC with 64-bit ARM CPU - Example: Apple A14 (iPhone 12) |
| GPU | - Forward+ renderer: SoC featuring GPU with full Vulkan 1.2 support, or Metal 3 support (iOS/iPadOS) - E... | about | about/system_requirements.html#id4 |
Explain the purpose of the @GDScript class in the Godot engine. | null | Built-in GDScript constants, functions, and annotations.
A list of utility functions and annotations accessible from any script written in GDScript.
For the list of global functions and constants that can be accessed in any scripting language, see @GlobalScope. | classes | classes/[email protected] |
Godot Engine Docs Q&A
24,631 instruction/answer pairs generated from the official Godot Engine documentation (4.7 branch), for fine-tuning LLMs such as Qwen, Gemma and Llama with Unsloth.
Generated with godot-docs-to-csv.
Columns
| Column | Description |
|---|---|
instruction |
Question built from a template, e.g. "Explain the add_child method of the Node class in Godot." |
input |
Always empty (kept for Alpaca compatibility) |
output |
The documentation text in Markdown, with GDScript / C# / GLSL samples in fenced code blocks |
category |
Docs section the row comes from, e.g. classes, tutorials/2d |
source |
Page and anchor in the docs, e.g. classes/class_node.html#class-node-method-add-child |
Contents
| Category | Rows | What a row covers |
|---|---|---|
classes |
20,811 | A class overview, property, method, signal, enum, constant, constructor, operator or theme property, or a list of a class's properties/methods |
tutorials |
3,103 | One section of a tutorial or manual page |
engine_details |
416 | One section of the engine internals docs |
getting_started |
153 | One section of the getting started guide |
about, community, root pages |
148 | One section of the remaining pages |
Undocumented class members are left out. Answers longer than 4,000 characters are split into
(part i/n) rows without breaking code blocks.
Limitations: questions come from fixed templates, and answers are the documentation text itself. Class reference rows make up about 85% of the data, so downsample them if you want more tutorial-style answers. The docs are from a development branch, so a few APIs may change before release.
Usage
Pass keep_default_na=False, otherwise the empty input column is read as None.
from datasets import load_dataset
dataset = load_dataset("arunsrajan/godot-docs-dataset", split="train", keep_default_na=False)
def to_chat(batch):
texts = []
for question, answer in zip(batch["instruction"], batch["output"]):
messages = [{"role": "user", "content": question},
{"role": "assistant", "content": answer}]
texts.append(tokenizer.apply_chat_template(messages, tokenize=False))
return {"text": texts}
dataset = dataset.map(to_chat, batched=True) # then train with SFTTrainer on the "text" field
License and attribution
The content is derived from the Godot Engine documentation by Juan Linietsky, Ariel Manzur and the Godot community, licensed under CC BY 3.0. This dataset is released under the same license. The text has been reformatted (HTML converted to Markdown, split into question/answer pairs).
- Downloads last month
- -