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favicon.ico: docs.godotengine.org/en/stable - Godot Docs  4.7 branch  Godot .

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site title: Godot Docs 4.7 branch Godot Engine (stable) documentation in English

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description=Welcome to the official documentation of Godot Engine, the free and open source community-driven 2D and 3D game engine! If you are new to this documentation, we recommend that you read the introduc...;

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universal input which input singleton method should i use vibration differences between keyboard mouse and controller input dead zone echo events window focus power saving prevention troubleshooting my controller isn t recognized by godot my controller has incorrectly mapped buttons or axes my controller works on a given platform but not on another platform controller features led color motion sensors gyroscope and accelerometer gyroscope accelerometer handling quit requests quitting handling the notification on mobile devices sending your own quit notification math vector math introduction coordinate systems 2d vector operations member access adding vectors scalar multiplication practical applications movement pointing toward a target unit vectors normalization reflection dot product facing cross product calculating normals pointing to a target more information advanced vector math planes distance to plane away from the origin constructing a plane in 2d some examples of planes collision detection in 3d more information matrices and transforms introduction matrix components and the identity matrix scaling the transformation matrix rotating the transformation matrix basis of the transformation matrix translating the transformation matrix putting it all together shearing the transformation matrix advanced practical applications of transforms converting positions between transforms moving an object relative to itself applying transforms onto transforms inverting a transformation matrix how does it all work in 3d representing rotation in 3d advanced interpolation vector interpolation transform interpolation smoothing motion beziers curves and paths quadratic bezier cubic bezier adding control points curve2d curve3d path and path2d evaluating drawing traversal random number generation global scope versus randomnumbergenerator class random seed and internal state getting a random number get a random array element get a random dictionary value weighted random probability better randomness using shuffle bags random noise cryptographically secure pseudorandom number generation navigation 2d navigation overview setup for 2d scene 3d navigation overview setup for 3d scene using navigationserver communicating with the navigationserver threading and synchronization 2d and 3d navigationserver differences waiting for synchronization server avoidance callbacks using navigationmaps default navigation maps creating new navigation maps using navigationregions creating new navigation regions using navigation meshes baking a navigation mesh with a navigationregion baking a navigation mesh with the navigationserver baking navigation mesh chunks for large worlds navigation mesh baking common problems navigation mesh script templates using navigationpaths obtaining a navigationpath using navigationpathqueryobjects creating a basic path query path postprocessing options path simplification path metadata excluding or including regions path clipping and limits using navigationagents navigationagent pathfinding navigationagent pathfollowing pathfollowing common problems navigationagent avoidance navigationagent script templates using navigationobstacles obstacles and navigation mesh obstacles and agent avoidance static avoidance obstacles dynamic avoidance obstacles procedural obstacles using navigationlinks navigation link script templates using navigationlayers navigation debug tools enabling navigation debug navigation debug settings debug navigation mesh polygons debug edge connections debug performance connecting navigation meshes support different actor types support different actor locomotion support different actor area access optimizing navigation performance performance problems with parsing scene tree nodes performance problems with navigation mesh baking performance problems with navigationagent path queries performance problems with the actual path search performance problems with navigation map synchronization networking high level multiplayer high level vs low level api mid level abstraction hosting considerations initializing the network managing connections remote procedure calls channels example lobby implementation exporting for dedicated servers authentication secure multiplayer design making http requests why use http http requests in godot preparing the scene scripting the request sending data to the server setting custom http headers http client class tls ssl certificates introduction obtain a certificate from a certificate authority generate a self signed certificate using websockets html5 and websocket using websocket in godot minimal client example minimal server example advanced chat demo webrtc html5 websocket webrtc websocket webrtc using webrtc in godot minimal connection example local signaling example remote signaling with websocket performance introduction common general optimization tips introduction measuring performance detective work profilers principles appendix optimization using servers servers rids creating a sprite instantiating a mesh into 3d space creating a 2d rigidbody and moving a sprite with it getting data from the servers cpu cpu optimization measuring performance cpu profilers external profilers manually timing functions caches languages threads scenetree physics gpu gpu optimization introduction draw calls state changes and apis pixel cost versus vertex cost pixel fragment shaders and fill rate transparency and blending multi platform advice mobile tiled renderers optimization using multimeshes multimeshes multimesh example reducing stutter from shader pipeline compilations pipeline precompilation monitors pipeline precompilation features pipeline precompilation instancing shader baker 3d optimizing 3d performance culling transparent objects level of detail lod bake lighting animation and skinning large worlds animating thousands of objects animating thousands of fish with multimeshinstance3d controlling thousands of fish with particles threads using multiple threads threads creating a thread mutexes semaphores thread safe apis threads global scope scene tree rendering physics navigation gdscript arrays and dictionaries resources physics physics introduction collision objects physics material collision shapes physics process callback collision layers and masks area2d staticbody2d rigidbody2d using rigidbody2d contact reporting characterbody2d character collision response using jolt physics introduction notable differences to godot physics joint properties single body joints collision margins baumgarte stabilization ghost collisions memory usage ray cast face index kinematic rigidbody3d contacts contact impulses area3d and softbody3d worldboundaryshape3d notable differences to the godot jolt extension project settings joint nodes thread safety using rigidbody what is a rigid body how to control a rigid body the look at method using area2d introduction what is an area area properties overlap detection area influence point gravity examples using characterbody2d 3d introduction what is a character body movement and collision move_and_collide move_and_slide detecting collisions which movement method to use examples movement and walls bouncing reflecting platformer movement ray casting introduction space accessing space raycast query collision exceptions collision mask 3d ray casting from screen ragdoll system introduction setting up the ragdoll creating physical bones clean up and optimize the skeleton adjust joints and constraints adjust collision shapes simulate the ragdoll collision layer and mask kinematic character 2d introduction physics process scene setup moving the kinematic character using softbody3d physics engine considerations basic setup cloak simulation using imported meshes collision shapes 2d primitive collision shapes convex collision shapes concave or trimesh collision shapes performance caveats collision shapes 3d primitive collision shapes convex collision shapes concave or trimesh collision shapes performance caveats large world coordinates why use large world coordinates how large world coordinates work who are large world coordinates for enabling large world coordinates compatibility between single precision and double precision builds known incompatibilities limitations physics interpolation quick start guide introduction physics ticks and rendered frames what can we do about frames and ticks being out of sync using physics interpolation turn on the physics interpolation setting move almost all game logic from _process to _physics_process ensure that all indirect movement happens during physics ticks choose a physics tick rate call reset_physics_interpolation when teleporting objects testing and debugging tips advanced physics interpolation exceptions to automatic physics interpolation 2d and 3d physics interpolation 2d particles other troubleshooting physics issues objects are passing through each other at high speeds stacked objects are unstable and wobbly scaled physics bodies or collision shapes do not collide correctly thin objects are wobbly when resting on the floor cylinder collision shapes are unstable vehiclebody simulation is unstable especially at high speeds collision results in bumps when an object moves across tiles framerate drops when an object touches another object framerate suddenly drops to a very low value beyond a certain amount of physics simulation physics simulation is unreliable when far away from the world origin platform specific linux wayland x11 overview when to use wayland changing the display server setting disabling libdecor loading high dynamic range support android godot android library using the godot android library godot android plugins embedding godot in existing android projects godot android plugins introduction android plugin building a v2 android plugin packaging a v2 android plugin using a v2 android plugin reference implementations tips and guidelines android in app purchases usage integrating with android apis javaclasswrapper godot singleton androidruntime plugin resolving crashes on android getting native debug symbols for official templates getting native debug symbols for custom builds uploading symbols to google play console manually symbolicating crash logs ios plugins creating ios plugins loading and using an existing plugin creating an ios plugin web the javascriptbridge singleton interacting with javascript callbacks can i use my favorite library the eval interface downloading files html5 shell class reference engine engine configuration custom html page for web export setup starting the project customizing the behavior customizing the presentation debugging plugins editor plugins installing plugins finding plugins installing a plugin enabling a plugin making plugins about plugins creating a plugin a custom node a custom dock registering autoloads singletons in plugins using sub plugins going beyond making main screen plugins what this tutorial covers initializing the plugin main screen scene update the plugin script try the plugin import plugins introduction configuration the editorimportplugin class options and presets the import method platform variants and generated files trying the plugin 3d gizmo plugins introduction the editornode3dgizmoplugin simple approach alternative approach inspector plugins setting up your plugin interacting with the inspector adding an interface to edit properties visual shader plugins running code in the editor what is tool how to use tool important information debugging try tool out editing variables getting notified when arrays or dictionaries change getting notified when resources change reporting node configuration warnings running one off scripts using editorscript instancing scenes rendering overview of renderers introduction renderers rendering drivers and renderingdevice choosing a renderer switching between renderers feature comparison overall comparison lights and shadows global illumination environment and post processing antialiasing standardmaterial features shader features other features using viewports introduction input listener cameras 2d 3d scale stretching worlds capture viewport container rendering render target multiple resolutions the problem of multiple resolutions one size fits all base size resizing stretch settings stretch mode stretch aspect stretch scale stretch scale mode common use case scenarios desktop game mobile game in landscape mode mobile game in portrait mode non game application hidpi support font and image oversampling reducing aliasing on downsampling handling aspect ratios field of view scaling scaling 2d and 3d elements differently fixing jitter stutter and input lag what is jitter stutter and input lag distinguishing between jitter and stutter jitter stutter windows linux macos android ios input lag project configuration hardware os specific reporting jitter stutter or input lag problems the compositor compositor effects using drawabletextures basic rectangle blitting blend modes and texture blit shaders using multiple blits in a single texture example 1 simple painting hdr output enabling hdr output in your project using hdr output in godot hdr output in the godot editor hdr output fundamentals designing for hdr output using output max linear value using tonemapping why not mix output max linear value with other techniques absolute luminance values reference white luminance maximum luminance output max linear value in practice not all screens are equal scripting gdscript gdscript reference history example of gdscript identifiers keywords operators literals annotations comments code regions line continuation built in types variables constants functions statements and control flow classes exports properties setters and getters tool mode memory management signals assert keyword gdscript an introduction to dynamic languages about dynamic nature arrays dictionaries for while while custom iterators duck typing gdscript exported properties basic use grouping exports strings as paths strings as input actions limiting editor input ranges adding suffixes and handling degrees radians linking vector values together floats with easing hint colors nodes resources exporting bit flags exporting enums exporting arrays export_storage export_custom export_tool_button setting exported variables from a tool script reading an exported variable s value early on advanced exports gdscript documentation comments documenting a script documenting script members complete script example deprecated and experimental tags bbcode and class reference gdscript style guide formatting naming conventions code order static typing static typing in gdscript a brief look at static typing how to use static typing typed or dynamic stick to one style warning system common unsafe operations and their safe counterparts cases where you can t specify types summary gdscript warning system gdscript format strings format strings multiple placeholders format specifiers padding escape sequ...
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