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Godot Engine official documentation

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Added instructions for handling diagonal movement animations and "correcting" animation flips based on player input. This fixes "moving sideways and down causes player to flip back on its feet" animation...

enhancement
needs work
area:getting started

enhancement
area:engine details
cherrypick:4.5

**Issue description:** Current description says "Sets the camera projection to frustum mode (see [PROJECTION_FRUSTUM](https://docs.godotengine.org/en/stable/classes/class_camera3d.html#class-camera3d-constant-projection-frustum)), by **specifying a size,** an offset, and the z_near and z_far clip planes in world space...

enhancement
good first issue
area:class reference

**Godot 4.5** **Issue description:** I found an inconsistency between the documentation and the code example on the page: "we have our constructor and destructor defined, but there are two other...

bug
area:manual
topic:gdextension

**Your Godot version: 4.5.1 **Issue description: The Visual Profiler documentation doesn't explain what the various categories shown in the profiler are, and some of them are not self-explanatory (e.g. "Prepare...

enhancement
topic:rendering
area:manual
topic:editor

**Your Godot version:** 4.6.dev3 **Issue description:** The documentation for autoloads in C# reads quite badly: > If the Enable column is checked (which is the default), then the singleton can...

enhancement
topic:dotnet
area:manual

Currently the documentation for the [`_integrate_forces`](https://docs.godotengine.org/en/stable/classes/class_rigidbody3d.html#class-rigidbody3d-private-method-integrate-forces) function explains what it's for but doesn't provide examples on how it might be used, either with or without the [`_custom_integrator`](https://docs.godotengine.org/en/stable/classes/class_rigidbody3d.html#class-rigidbody3d-property-custom-integrator) property activated. Often...

discussion
area:class reference
topic:physics

- This closes https://github.com/godotengine/godot-docs/issues/11480.

enhancement
area:manual
topic:shaders
cherrypick:4.5

Just using llvm is enough to cross compile to mac and ios from a linux host, osxcross is not needed at all and is mostly counterproductive. What needs to be...

enhancement
discussion
area:engine details
topic:buildsystem
platform:ios
platform:macos
platform:visionos

**Your Godot version:** 4.5 **Issue description:** The fact that you can have uniforms of array types isn't obvious. It is mentioned briefly under 'Arrays' but not under data types or...

enhancement
discussion
area:manual
topic:shaders