@@ -8,7 +8,7 @@ This page aims to list all features currently supported by Godot.
88.. note ::
99
1010 This page lists features supported by the current stable version of
11- Godot (3.3 ). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html >`__
11+ Godot (3.4 ). `More features <https://docs.godotengine.org/en/latest/about/list_of_features.html >`__
1212 are available in the latest development version (4.0).
1313
1414Features
4545**Features: **
4646
4747- Scene tree editor.
48- - Script editor.
48+ - Built-in script editor.
4949- Support for :ref: `external script editors <doc_external_editor >` such as
5050 Visual Studio Code or Vim.
5151- GDScript :ref: `debugger <doc_debugger_panel >`.
@@ -71,8 +71,11 @@ Editor
7171
7272- Editor plugins can be downloaded from the
7373 :ref: `asset library <doc_what_is_assetlib >` to extend editor functionality.
74- - Create your own plugins using GDScript to add new features or speed up your workflow.
74+ - :ref: ` Create your own plugins < doc_making_plugins >` using GDScript to add new
7575- Download projects from the asset library in the project manager and import them directly.
76+ features or speed up your workflow.
77+ - :ref: `Download projects from the asset library <doc_using_assetlib_editor >`
78+ in the project manager and import them directly.
7679
77802D graphics
7881^^^^^^^^^^^
9699- AnimatedSprite as a helper for creating animated sprites.
97100- Parallax layers.
98101
99- - Pseudo-3D support by automatically duplicating a layer several times .
102+ - Pseudo-3D support including preview in the editor .
100103
101104- 2D lighting with normal maps.
102105
@@ -149,7 +152,9 @@ Editor
149152- OpenGL ES 3.0 renderer (uses OpenGL 3.3 on desktop platforms).
150153
151154 - High-end visuals. Recommended on desktop platforms.
152- - HDR rendering with sRGB.
155+ - Optional HDR rendering with sRGB (enabled by default).
156+ - Uses an optional depth prepass (enabled by default) to reduce the cost of
157+ overdraw, which speeds up complex scene rendering.
153158
154159- OpenGL ES 2.0 renderer (uses OpenGL 2.1 on desktop platforms).
155160
@@ -162,23 +167,35 @@ Editor
162167
163168- Perspective, orthographic and frustum-offset cameras.
164169
165- **Physically-based rendering: **
170+ **Physically-based rendering (built-in material features) : **
166171
167172- Follows the Disney PBR model.
173+ - Supports Lambert, Lambert Wrap (half-Lambert), Oren-Nayar and Toon diffuse shading modes.
174+ - Supports Schlick-GGX, Blinn, Phong, Toon and Disabled specular shading modes.
168175- Uses a roughness-metallic workflow with support for ORM textures.
176+ - Uses horizon specular occlusion (Filament model) to improve material appearance
169177- Normal mapping.
170- - *GLES3: * Parallax/relief mapping with automatic level of detail based on distance.
171- - *GLES3: * Sub-surface scattering and transmittance.
172- - *GLES3: * Proximity fade (soft particles).
178+ - Detail mapping for the albedo and normal maps.
173179- Distance fade which can use alpha blending or dithering to avoid going through
174180 the transparent pipeline.
175181- Dithering can be determined on a per-pixel or per-object basis.
182+ - *GLES3: * Parallax/relief mapping with automatic level of detail based on distance.
183+ - *GLES3: * Sub-surface scattering and transmittance.
184+ - *GLES3: * Refraction with support for material roughness (resulting in blurry refraction).
185+ On GLES2, refraction is still functional but lacks support for material roughness.
186+ - *GLES3: * Proximity fade (soft particles).
176187
177188**Real-time lighting: **
178189
179190- Directional lights (sun/moon). Up to 4 per scene.
180191- Omnidirectional lights.
181192- Spot lights with adjustable cone angle and attenuation.
193+ - Specular energy can be adjusted on a per-light basis.
194+ - *GLES3: * Lighting is done with a single-pass forward approach.
195+ By default, up to 32 omni light and 32 spot lights can be displayed per mesh resource.
196+ If needed, this limit can be increased at the cost of increased shader compilation times and lower performance.
197+ GLES2 uses a multi-pass forward approach to lighting, which doesn't have a
198+ limit on the number of lights but is slower with many lights.
182199
183200**Shadow mapping: **
184201
@@ -203,11 +220,11 @@ Editor
203220
204221**Reflections: **
205222
206- - *GLES3: * Voxel-based reflections (when using GI probes).
207223- Fast baked reflections or slow real-time reflections using ReflectionProbe.
208- Parallax correction can optionally be enabled.
209- - *GLES3: * Screen-space reflections.
224+ Parallax box correction can optionally be enabled.
210225- Reflection techniques can be mixed together for greater accuracy or scalability.
226+ - *GLES3: * Voxel-based reflections (when using GI probes).
227+ - *GLES3: * Screen-space reflections.
211228
212229**Sky: **
213230
@@ -245,18 +262,30 @@ Editor
245262
246263**Texture compression: **
247264
265+ - Lossless or lossy WebP (does not save VRAM; only reduces storage size).
266+ - S3TC (only supported on desktop platforms).
267+ - ETC1 (recommended when using the GLES2 renderer).
248268- *GLES3: * BPTC for high-quality compression (not supported on macOS).
249269- *GLES3: * ETC2 (not supported on macOS).
250- - ETC1 (recommended when using the GLES2 renderer).
251- - *GLES3: * S3TC (not supported on mobile/Web platforms).
252270
253271**Anti-aliasing: **
254272
255273- Multi-sample antialiasing (MSAA).
256274- Fast approximate antialiasing (FXAA).
257275
258- Most of these effects can be adjusted for better performance or to further
259- improve quality. This can be helpful when using Godot for offline rendering.
276+ **Performance: **
277+
278+ - Occlusion culling with :ref: `rooms and portals <doc_rooms_and_portals >`.
279+ Supports gameplay notifications with primary and secondary visibility to
280+ disable AI/physics processing for nodes that don't need it.
281+ - Real-time occluder spheres. Not as effective as rooms and portals
282+ (and doesn't support gameplay notifications), but easier to set up.
283+
284+ .. note ::
285+
286+ Most of the effects listed above can be adjusted for better performance or
287+ to further improve quality. This can be helpful when using Godot for
288+ offline rendering.
260289
2612903D tools
262291^^^^^^^^
@@ -270,6 +299,7 @@ improve quality. This can be helpful when using Godot for offline rendering.
270299 - PathFollow3D node to make nodes follow a Path3D.
271300
272301- 3D geometry helper class.
302+ - Support for exporting the current scene as a glTF 2.0 file from the editor.
273303
2743043D physics
275305^^^^^^^^^^
@@ -361,7 +391,7 @@ Audio
361391
362392- Support for re-routable :ref: `audio buses <doc_audio_buses >` and effects
363393 with dozens of effects included.
364- - Listener3D node to listen from a position different than the camera in 3D .
394+ - Listener2D and Listener3D nodes to listen from a position different than the camera.
365395- Audio input to record microphones with real-time access using the AudioEffectCapture class.
366396- MIDI input.
367397
@@ -476,6 +506,10 @@ Windowing and OS integration
476506- Execute commands in a blocking or non-blocking manner.
477507- Open file paths and URLs using default or custom protocol handlers (if registered on the system).
478508- Parse custom command line arguments.
509+ - :ref: `Headless/server binaries <doc_exporting_for_dedicated_servers >` can be
510+ downloaded for Linux and :ref: `compiled for macOS <doc_compiling_for_osx >`.
511+ Any binary can be used without a window using the ``--no-window ``
512+ :ref: `command line argument <doc_command_line_tutorial >`.
479513
480514Mobile
481515^^^^^^
@@ -489,9 +523,9 @@ XR support (AR and VR)
489523
490524- Support for ARKit on iOS out of the box.
491525- Support for the OpenXR APIs.
492-
526+
493527 - Includes support for popular headsets like the Meta Quest and the Valve Index.
494-
528+
495529- Support for the OpenVR APIs.
496530
497531GUI system
@@ -510,7 +544,8 @@ The editor UI can easily be extended in many ways using add-ons.
510544- Labels.
511545- RichTextLabel for :ref: `text formatted using BBCode <doc_bbcode_in_richtextlabel >`.
512546- Trees (can also be used to represent tables).
513- - Containers (horizontal, vertical, grid, center, margin, draggable splitter, ...).
547+ - Color picker with RGB and HSV modes.
548+ - Containers (horizontal, vertical, grid, flow, center, margin, aspect ratio, draggable splitter, ...).
514549- Controls can be rotated and scaled.
515550
516551**Sizing: **
@@ -535,7 +570,7 @@ The editor UI can easily be extended in many ways using add-ons.
535570
536571- Procedural vector-based theming using :ref: `class_StyleBoxFlat `.
537572
538- - Supports rounded/beveled corners, drop shadows and per-border widths.
573+ - Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing .
539574
540575- Texture-based theming using :ref: `class_StyleBoxTexture `.
541576
@@ -546,6 +581,7 @@ Animation
546581^^^^^^^^^
547582
548583- Direct kinematics and inverse kinematics.
584+ - :ref: `Tween <class_Tween >` node to easily perform procedural animations by code.
549585- Support for animating any property with customizable interpolation.
550586- Support for calling methods in animation tracks.
551587- Support for playing sounds in animation tracks.
@@ -566,7 +602,7 @@ File formats
566602- Read and write :ref: `class_JSON ` files.
567603- Read and write INI-style configuration files using :ref: `class_ConfigFile `.
568604
569- - Can (de)serialize any Godot datatype, including Vector , Color, ...
605+ - Can (de)serialize any Godot datatype, including Vector2/3 , Color, ...
570606
571607- Read XML files using :ref: `class_XMLParser `.
572608- Pack game data into a PCK file (custom format optimized for fast seeking),
@@ -579,10 +615,10 @@ Miscellaneous
579615
580616- :ref: `Low-level access to servers <doc_using_servers >` which allows bypassing
581617 the scene tree's overhead when needed.
582- - Command line interface for automation.
618+ - :ref: ` Command line interface < doc_command_line_tutorial >` for automation.
583619
584620 - Export and deploy projects using continuous integration platforms.
585- - `Completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell >`__
621+ - `Shell completion scripts <https://github.com/godotengine/godot/tree/master/misc/dist/shell >`__
586622 are available for Bash, zsh and fish.
587623
588624- Support for :ref: `C++ modules <doc_custom_modules_in_c++ >` statically linked
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