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.. _doc_faq:
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Frequently asked questions
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==========================
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What can I do with Godot? How much does it cost? What are the license terms?
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----------------------------------------------------------------------------
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Godot is Free/Libre Open Source Software available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license.
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This means it is free as in "free speech" as well as in "free beer".
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In short:
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* There are no usage restrictions on Godot
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* This means you can use it for any game or application, commercially or non-commercially, in any industry
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* You can modify, (re)distribute and remix Godot to your heart's content
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For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask your lawyer of choice.
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All the contents of the documentation are under the permissive Creative Commons Attribution 3.0
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(`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with
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attribution to "Juan Linietsky, Ariel Manzur and the Godot Engine community".
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Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries
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included with Godot's source code may have different licenses.
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For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_
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as well as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files in the Godot repository.
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Also see `the license page on the Godot website <https://godotengine.org/license>`_.
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Which platforms are supported by Godot?
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---------------------------------------
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**For the editor:**
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* Windows
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* Mac OS X
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* X11 (Linux, \*BSD)
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**For exporting your games:**
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* Windows (and UWP)
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* Mac OS X
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* X11 (Linux, \*BSD)
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* Android
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* iOS
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* Web
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Both 32 and 64 bit binaries are supported where it makes sense, with 64 being the default.
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Some users also report building and using Godot successfully on ARM-based system with Linux, like the Raspberry Pi.
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There is also some unofficial thirdparty work being done on building for some consoles.
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None of this is included in the default build scripts or export templates, however.
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For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`.
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Which languages are supported in Godot?
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---------------------------------------
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The officially supported languages for Godot are GDScript, Visual Scripting, C# and C++.
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See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section.
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Note that C# and Visual Scripting support is comparatively young and GDScript still has
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some advantages as outlined below.
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Support for new languages can be added by third parties using the GDNative / NativeScript / PluginScript facilities.
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(See question about plugins below.)
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Work is currently underway, for example, on unofficial bindings for Godot
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to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
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GDScript? Why use a custom scripting language instead of my language of choice?
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-------------------------------------------------------------------------------
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The short answer is that we think the additional complexity both on your side
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(when first learning Godot and GDScript) as well as our side (maintenance)
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is worth the more integrated and seamless experience over
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attracting additional users with more familiar programming languages that result
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in a worse experience. We understand if you would rather use another language
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in Godot (see list of supported options above),
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but we strongly encourage you to try it and see the benefits for yourself.
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GDScript is designed to integrate from the ground to the way Godot
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works, more than any other language, and is simple and easy to
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learn. Takes at most a day or two to get comfortable and it's easy
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to see the benefits once you do. Please do the effort to learn
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GDScript, you will not regret it.
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Godot C++ API is also efficient and easy to use (the entire Godot
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editor is made with this API), and an excellent tool to optimize parts
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of a project, but trying to use it instead of GDScript for an entire
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game is, in most cases, a waste of time.
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Yes, for more than a decade we tried in the past integrating several
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VMs (and even shipped games using them), such as Python, Squirrel and
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Lua (in fact we authored tolua++ in the past, one of the most popular
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C++ binders). None of them worked as well as GDScript does now.
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More information about getting comfortable with GDScript or dynamically
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typed languages can be found in the :ref:`doc_gdscript_more_efficiently`
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tutorial.
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For the more technically versed, proceed to the next item.
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I don't believe you. What are the technical reasons for the item above?
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-----------------------------------------------------------------------
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The main reasons are:
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1. No good thread support in most script VMs, and Godot uses threads
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(Lua, Python, Squirrel, JS, AS, etc.).
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2. No good class extending support in most script VMs, and adapting to
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the way Godot works is highly inefficient (Lua, Python, JS).
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3. Horrible interface for binding to C++, results in large amount of
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code, bugs, bottlenecks and general inefficiency (Lua, Python,
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Squirrel, JS, etc.)
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4. No native vector types (vector3, matrix4, etc.), resulting in highly
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reduced performance when using custom types (Lua, Python, Squirrel,
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JS, AS, etc.).
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5. Garbage collector results in stalls or unnecessarily large memory
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usage (Lua, Python, JS, AS, etc.).
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6. Difficulty to integrate with the code editor for providing code
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completion, live editing, etc. (all of them). This is well
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supported by GDScript.
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GDScript was designed to solve the issues above, and performs well
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in all the above scenarios. Please learn GDScript and enjoy a
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smooth integration of scripting with the game engine (yes, it's a
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rare but enjoyable situation when things just work). It's worth
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it, give it a try!
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I want to extend Godot. What are my options for creating plugins?
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-----------------------------------------------------------------
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For creating Godot Editor plugins look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts.
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Additional languages could be added via PluginScript or the more low-level NativeScript.
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If you want to add a certain native library, your best bet is GDNative and custom C++ modules.
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Also see the official blog posts on these topics:
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* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
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* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_
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You can also take a look at the GDScript implementation,
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the Godot modules as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
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Why is FBX not supported for import?
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------------------------------------
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FBX SDK has a `restrictive license <http://www.blender.org/bf/Autodesk_FBX_License.rtf>`_,
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that is incompatible with the `open license <http://opensource.org/licenses/MIT>`_
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provided by Godot.
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That said, Godot's Collada support is good, please use the
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`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_
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exporter for maximum compatibility if you are using Maya or 3DS Max.
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If you are using Blender, take a look at our own
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`Better Collada Exporter <https://godotengine.org/download>`_.
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Also, glTF support was added in Godot 3.0.
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FBX support could still be provided by third parties as a plugin. (See Plugins question above.)
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Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in Godot?
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------------------------------------------------------------------------------
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No, the aim of Godot is to create a complete open source engine
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licensed under MIT, so you have complete control over every single
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piece of it. Open versions of functionality or features from such SDKs
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may be eventually added though.
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That said, because it is open source, and modular, nothing prevents you
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or anyone else interested into adding those libraries as a module and
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ship your game using them, as either open or closed source. Everything
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is allowed.
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To see how support for your SDK of choice could still be provided, look at the Plugins question above.
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How should assets be created to handle multiple resolutions and aspect ratios?
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------------------------------------------------------------------------------
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This question pops up often and it's probably thanks to the
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misunderstanding created by Apple when they originally doubled the
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resolution of their devices. It made people think that having the same
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assets in different resolutions was a good idea, so many continued
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towards that path. That originally worked to a point and only for
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Apple devices, but then several Android and Apple devices with
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different resolutions and aspect ratios were created, with a very
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wide range of sizes and DPIs.
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The most common and proper way to achieve this is to, instead, use a
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single base resolution for the game and only handle different screen
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aspects. This is mostly needed for 2D, as in 3D it's just a matter of
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Camera XFov or YFov.
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1. Choose a single base resolution for your game. Even if there are
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devices that go up to 2K and devices that go down to 400p, regular
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hardware scaling in your device will take care of this at little or
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no performance cost. Most common choices are either near 1080p
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(1920x1080) or 720p (1280x720). Keep in mind the higher the
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resolution, the larger your assets, the more memory they will take
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and the longer the time it will take for loading.
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2. Use the stretch options in Godot, 2D stretching with keeping aspect
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works best. Check the :ref:`doc_multiple_resolutions` tutorial
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on how to achieve this.
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3. Determine a minimum resolution and then decide if you want your game
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to stretch vertically or horizontally for different aspect ratios, or
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whether there is a minimum one and you want black bars to appear
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instead. This is also explained in the previous step.
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4. For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>`
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to determine where controls should stay and move. If UIs are more
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complex, consider learning about Containers.
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And that's it! Your game should work in multiple resolutions.
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If there is a desire to make your game also work on ancient
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devices with tiny screens (less than 300 pixels in width), you can use
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the export option to shrink images, and set that build to be used for
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certain screen sizes in the App Store or Google Play.
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I have a great idea that will make Godot better. What do you think?
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-------------------------------------------------------------------
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Your idea will most certainly be ignored. Examples of stuff that is
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ignored by the developers:
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- Let's do this because it will make Godot better
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- Let's do this in Godot because another game engine does it
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- Let's remove this because I think it's not needed
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- Let's remove clutter and bloat and make Godot look nicer
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- Let's add an alternative workflow for people who prefer it
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Godot developers are always willing to talk to you and listen to your feedback
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very openly, to an extent rarely seen in open source projects, but they
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will care mostly about real issues you have while using Godot, not ideas
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solely based on personal belief. Developers are interested in (for
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example):
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- Your experience using the software and the problems you have (we
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care about this much more than ideas on how to improve it).
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- The features you would like to see implemented because you need them
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for your project.
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- The concepts that were difficult to understand in order to learn the
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software.
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- The parts of your workflow you would like to see optimized.
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- Parts where you missed clear tutorials or where the documentation wasn't up to par.
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Once one of the above points is stated, we can work together on a
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solution and this is where your ideas and suggestions are most valuable
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and welcome, they need to be in context of a real issue.
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As such, please don't feel that your ideas for Godot are unwelcome.
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Instead, try to reformulate them as a problem first, so developers and
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the community have a base ground to discuss first.
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Examples of how NOT to state problems generally and vaguely are:
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- Certain feature is ugly
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- Certain workflow is slow
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- Certain feature needs optimization
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- Certain aspect of the UI looks cluttered
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Associating something with an adjective will not get you much attention
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and developers will most likely not understand you. Instead, try to
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reformulate your problem as a story such as:
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- I try to move objects around but always end up picking the wrong one
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- I tried to make a game like Battlefield but I'm not managing to
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understand how to get lighting to look the same.
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- I always forget which script I was editing, and it takes me too many
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steps to go back to it.
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This will allow you to convey what you are thinking much better and set
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a common ground for discussion. Please try your best to state your
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problems as stories to the developers and the community, before
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discussing any idea. Be specific and concrete.
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Bonus points for bringing screenshots, concrete numbers, test cases or example projects (if applicable).
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How can I support Godot development or contribute?
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--------------------------------------------------
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See :ref:`doc_ways_to_contribute`.
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Who is working on Godot? How can I contact you?
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-----------------------------------------------
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See the corresponding page on the `Godot website <https://godotengine.org/contact>`_.
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