Regarding the OpenXR editor feature, I can see it being quite useful to make small changes and have the effects immediately take effect in the virtual world around you, a sort of "live coding" for VR.
Great video, always love learning about new Godot updates! I remember trying to do game design 20 years ago, and it was just about impossible to find any good tools to create indie games. Quake engines were of course nice, but you had a huge expensive license if you wanted to sell anything. We're spoiled for good options nowadays, and Godot is the shining example there!
We got typed Dictionaries, Traits/Interfaces are the last bastion for static typing, it *might* happen. I think they're still designing it, I don't think there are functional prototypes yet.
It's literally the thing that makes me feel GDScript isn't ready for "true production" yet. Hopefully they got something working with C++ and C# being able to work with traits too.
Godot on quest is a massive deal. You can make vr games, while inside said vr game, and see changes you make in editor happen in game live. It’s magic, and all you need for vr dev now is a current quest headset, and a keyboard and mouse.
OMG!!! when I saw the part of this video where Mike showed the typed Dictionaries annotations I totally shouted "Oh hells yeah!! they're finally adding that!!!" and wound up startling my family members with how happy I was about hearing that with my sudden happy cheering lolz! this is a feature I've been hoping for (and probly a TON of other game devs in the Godot community as well) and I am sooooo happy that they're finally adding it! I've been using custom classes in place of passing dictionaries as return values from functions simply because of the lack of autocompletion support for the return values of returned dictionaries since the annotations are pretty much the only way the engine's autocomplete feature knows what the values are in the returned dictionary values from functions called from another script. this is a major feature that has been missing for a long time in my opinion and I am super glad the engine devs finally are adding it! Thank you for totally making my day so much happier with this news Mike!
@ManjaDev it did a year ago, too. I was told this had to do with the .net version, they would fix it after that would release a new version. Not very optimistic about the project if they can't do something like that.
We do VR with unity at work. Constantly hopping between computer and headset is a much bigger headache than you'd think. We do have an emulator layer that makes it so that we don't have to put the headset on every time, but you can't get a realistic idea of how a 3D space "feels" in VR that way, not to mention testing performance. Also, we've been developing a game for 2 years now, and we're at a point where the "editor version" of the game has become so different from the actual android apk that it just can't be trusted, and we have to wait for builds to test a lot of things properly. its becoming a nightmare. So I was personally very excited about the idea of being able to develop godot in headset. I couldn't possibly wear a headset for a full 8 hour work day, though. Nausea aside I'm worried what that would do to my eyes. Being able to also just work on a pc like normal alongside in headset would be a must, but I could see the ability to do multiple rounds of rapid prototyping/debugging in headset without putting it on and taking it off constantly being HUGE. I'm dying to try it out. I've worked out how to use git on my quest headset and I'm waiting for a bluetooth keyboard and mouse to come in the mail.
@@NihongoWakannai That was ironically a thing in earlier VR headsets, altho of course doing so on a bulky early VR headset was probably shifting a weight when doing so. Its been a while since I check if some expensive headsets still do them. Tho kind of sad Quest and maybe Pico are literally the only cheap and relative modern headsets so far... And at one point PSVR2, but eh, that discount ended months ago.
I am always waiting for the next version. I love what Godot can already do and can't wait for more. Thanks for explaining some of these upcoming features. I think for some of us new game developer some of the terms and concepts aren't fully understood. Just having someone add a bit more context is helpful. I think this is very true for the godot asset library. Many of the addons are lost on me since I don't fully understand their functionality. This is often do to poor documentation, missing documentation or video rundown of what the add on does. Lastly yes I like to be able to work within godot from just about any device. I often work from my phone (z fold 6) or from dex mode but I would like and option for godot to work on the iPad and MIxed reality devices as well. Thanks again
An XR editor is absolutely needed. I had to iterate often with each iteration involving taking off the VR device, making changes, putting the VR back on, and repeating. I had to make tools to allow making changes in VR. That's really the job of the editor.
Nice changes as always. However, I think what is severely lacking are some decent cloth physics, specifically referring to character clothing on a rig. That would be amazing to see!
"Too many damn acronyms!" LOL American English will eventually just become all acronyms, abbrevs, and emojis IRL fr 😆 but anyways, I'm excited about the XR features long term. Gotta get to Ready Player One and ST Holodeck somehow.
Sweet Baby Inc. never had any power. No consulting firm has power. You don't like the decisions the developers (or at least their managers) decided to make.
@@transformersloverjonoff base. I'll bite though; how does the consultation firm *not* have authority in creative decisions? You argued at the sky, I'm here to reply.
Thank you for updating us on the new Godot 4.4 dev 2, this is very informative. The Godot contributors are amazing people with high skills. My personal favourite is the ability to have typed Dictionaries. I do hope they improve the editors ability to auto-complete, as sometimes the editor gets mixed up and confused quite easily in important areas, for instance, auto-complete messes up with Enums and match statements, I don't know why but in 4.3 it does.
I super hope that the rendering compositor comes to fruition! I really would like to use a stencil buffer, but the current pull request open for it is completely blocked by the inability to customize the order of rendering commands.
I started my project with 3.5 and had a really rough year unit everything worked again in 4.3. For now I will go on with 4.3 because it seems that 4.4 is not really a big jump forward
That's just the nature of having a lot of stuff in one scene. It also happens in Unreal, in my experience. This is probably because some optimizations are deactivated when editing a scene.
@@kmouratidis they weren't comparing it to unreal, just because industry standard isn't good doesn't mean open source cant target higher they don't need to be less than anything.
Yep. They should at least turn on ambient occlusion and make stronger efforts in educating other devs to use custom shaped occlusion nodes. Maybe make it a soft warning when it's not added as a child to a mesh3D or something.
I've been learning Godot XR already, and immediately took to running Godot inside the Quest 3 for all the tinkering. It's actually remarkably comfortable to use, even for hourlong programming: with a keyboard ofc. But more to the point, it's just delightfully fun to put down some CSGs and walking around, adding little spherical robots and customising their behavior etc entirely in VR. Perfect for learning!
Is there an improvement to Godot's C# coding support? I can't get to Godot cause I don't like to drop my knowledge in C# just to code in a python-like (not even python) language.
I program in c# for godot. Its very easy and type safe. Its also way better if u want to use external libaries for c#. Thats not possible with GD script
It's been steadily improving in recent versions, it just doesn't hit the big headlines. That said, I've used C# professionally for 21 years now, and fought stubbornly to use C# as well, but (as a hobbyist) I still switched to GDScript recently. For a solo developer, it just does not make that big of a difference. Sure, there are headaches initially when things you know to reach for aren't there in GDScript, but I spend far more time working on my game than getting buried in some well architected and modular structure like I do when I'm using C#. Now, in a big project with a team, absolutely I'd still use C#. But solo? It wasn't that big of a deal. You go through the full arc, it's easy, then the pain hits when things you've counted on aren't there, and then the easy settles back in again and you cruise. For me, the better integration was worth it. YMMV, of course.
Sadly not. It seems usable but the core effort is still on GDScript (or at least not on improving C# support). C# performs better but from my experience it does require some stubbornness to work with. It's a shame because I would really like to support Godot; however, the general attitude in the community seems to be that C# is only tolerated. I wish they would either commit to (eventual) first class support or discontinue it all together, so people would know where they stand.
Regarding the OpenXR editor feature, I can see it being quite useful to make small changes and have the effects immediately take effect in the virtual world around you, a sort of "live coding" for VR.
The Meta editor felt really confusing to me at first, then people doing VR dev explained that they'd likely use it to fine tune the placement of objects since it's hard to gauge those relative positions and sizes outside of VR and constantly taking off the headset and putting it back on as you slightly shift the locations of objects can be really annoying.
I'm really hoping they can fix the IK feature for 3D skeletons over the next couple versions. The one they have for godot 4 is far inferior to godot 3's and other engines. Inability to constrain angles with a magnet is just and insane missing feature. If anyone know of any solutions to this with addons and whatnot... lmk lol.
I don't have a Twitter account, so I don't really know what happened. Godot is both an important tool and open-source, though, so at most, people can just... fork it if they believe that they can manage the project better.
@@lemonheep The community manager is going rogue, some crazy progressive is banning people left and right, including code contributors on GitHub, and financial backers. This will negatively impact the engine's development if the community manager isn't fired soon.
im really interested in the in-VR editor! honestly, the biggest thing stopping me from VR development for a while was just the fact that taking my headset on and off sounded awful. i've kept my headset on for hours on end before, plus maybe itd help me focus to eliminate my surroundings ;;^^ legitimately, i did not get why anyone would use a VR desktop until thinking about VR godot editor lol, iteration would probably feel so much better
is not their priority and you have good open source terrain editor plugins, so is not a needed thing now... But i think they should have a bunch of "official plugins", to people put all the energy in some features... Now they have many
If you're making a game for quest. Working on it directly on the headset instead on a PC imo is faster since you don't need to export your project and upload it to your vr each time. I know you can use Meta link but MR won't work well, also you wouldn't be able to optimize your game 100%
OMG! I_can't wait now until I can afford to upgrade my Quest 2! I already run Godot in VR, using the Quest Link to run it in PCVR. But it has it's drawbacks. You really need to use a mouse, for one thing. I bought a tracked keyboard, thinking I would be able to use it to type, but it doesn't work in PCVR. But it'll work with running Godot on the Quest! So excited, it's like Christmas came early!!!
Virtual Desktop app supports both tracked keyboard passthrough, and also passes through mnk and even controllers. You can even use passthrough for your hands. Definitely worth it.
There is now a scandal brewing at godot involving the community manager that is going to destroy this engine soon. You need to get involve and talk about this. It is very serious for this engine's reputation which is about to take a massive hit because it is allowing a rogue personnel representing the company/engine/brand pulling it's image down.
Literally just posted here on this. He’s. Shill for Godot. He loves to bash unity but ignores Godot worse problems. Smfh. Delete this biased channel bro.
I genuinely wish I should have stuck with Godot 3.5 early last year. My game size has been increasing with every new 4.x release. Its worse on Windows and Android exports. Web projects are borked on 4.3. The compatibility renderer got hit with a weird bug on issue 95772.
Literally the only thing keeping me from starting my last project in Godot was the lack of interpolated physics. Looks like meat's back on the menu, boys!
Having learned of and read “waiting for blue robot” this title is brutal, waiting for an engine that will never be properly finished. Waiting for Godot is a play of a man waiting for a woman who never arrives.
Even Unity didn't go as far as banning devs for disagreeing with their politics. Godot is finished. This level of unprofessionalism and showing that their priority is politics makes Godot a non-starter.
Yeah its not like you weren't LITERALLY STOPPED FROM USING future versions of unity unless you agree with the unity runtime fee TOS And Godot is worse because.... Someone had a clinically insane banning spree... On twitter. >Can still use the engine >Can still update to future versios >Godot legally have no way of stopping you from using Godot >Can still contribute to the source code on GitHub if you didn't open issues talking about twitter drama and not the engine >Its free forever
it's most likely not gonna happen unless you wanna put the work into helping them, clearly the focus is on improving gdscript and the c# support was more of an old nicety
@crimsondespair_9505 One thing off the top of my head is that in gdscript you can mark scene classes to appear in the class browser instead of having to search through your scenes instead. C# can't currently do this.
C based languages have their merits. I've run into a point where I wish I could create custom types with #typedef or use structs. Instead I had to use a dictionary. However C# has some features that make no sense to me, and I'd rather keep things simple with GDscript.
Lol, no. My first Beckett reference was in 2014. For real. gamefromscratch.com/godot-unity-like-game-engine-going-open-source/ I'm actually fairly sure I'm the first creator covering Godot by a pretty large margin, so that let me make the brutally obvious pun first. ;)
Do they have anyone at Godot that does any quality control or testing before they merge new features/code? I don't talk about the usual unit testing that should be done automatically anyways to catch basic bugs early on. I'm talking about bugs that literally crash the editor, some bugs have gone unfixed since Godot 3. Calling something "stable" should literally mean it but if every button you press in some nested menu causes editor to crash every 30 minutes, that's not fun.
Godot has been woke for a damn long time. They were using trans and pride flag colors over their logo art on their Discord YEARS before this. The Wokot was just their "natural evolution", it's why I went to other engines... and no, not Unity or Unreal.
You know what is a cool thing about those who have moved from Unity to Godot?. You will still be waiting for freatures and stability builds instead of making games
@@saul8510 jolt is still lacking and the development seem to be taking forever. i've been following it for almost 2 years now, and it still doesn"t have multi thread support
@@NihongoWakannai if you ever read something more than zealotic "But you can fix it yourself!" and "But Jolt exists", you know, that Godot-Jolt has no softbody support and has to be supported by third-party. So there's always a bus-factor: contributor may lose interest in supporting it. And please, stop to call on to "good enough" reasoning of Godot feature-incompleteness.
yey, nice video! i hope they improve the script editor, as someone that comes from VSCode, the current one is usable. using as external editor is also not great (e.g no drag and drop of $Node). All i need is move the scripts to tabs and make it easier to search files. I tried to go to the github page but cannot navigate there plan to know where to add it OR if something like the above is in progress.
They need to greatly improve the screen space filter for glow. It is still old and terrible. They need to fix the embarrassing bugs for the particle systems and other tools. Watching someone on UA-cam, trying to explain how to do things and can't do it, because the shit don't work. I am curious how many people who came from Unity stayed with Godot? For 2D, I am sure they did stay; I doubt it for 3D.
i wanted to manipulate a pixel buffer as if it were an array for a 2d game newer versions of godot couldn't older versions performed lke shit, because gdscript is slow and gash, and the c# implementation is shitty to even get to work, and the overhead makes it hella slow too you can't even feasibly iterate a pixel buffer, that's ridiculous, even javascript is way faster just poking the pixel array i was over godot in a day for 2D and went with C++ and sdl2
can anyone fill me up with how godot's cinematic rendering? i mean, the actually rendering out cinematics from it into video files. im honestly really just waiting for godot to get to the point of what ue4.16 was in terms of cinematic rendering. like with camera settings and all that(aperture, focal length, focus distance, noise, etc)
You can access all of those physical camera settings, and Godot has the ability to run a game scene in Movie Maker mode. That said, I haven't used either of these, so I can't tell you how good either of these are.
I came out of retirement from game engine development upon hearing the news. I'll wait for a few more weeks to see how they sort things out. If I see that they're irredeemably woke down the rabbit hole, I'll start coding my own WebGPU/Vulkan capable game engine from scratch. Protesting won't do any good. Time to roll our own. This hypocrisy has to stop!
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Regarding the OpenXR editor feature, I can see it being quite useful to make small changes and have the effects immediately take effect in the virtual world around you, a sort of "live coding" for VR.
Dev 3 out
pfft i'm waiting for 4.5 because it will be even better then 4.4
Why wait for 4.5? Let's wait for 4.6 instead since it'll be even better than 4.4 and 4.5!
5.0 is king.
yall already know its all about that v9.9 hd remix collection
i am waiting for 5 stable so i dont need to rewrite my entire game.
@@MultiSalvo80 I wouldn’t be surprised if gdscript got the same type of changes that it got coming from 3 to 4
Great video, always love learning about new Godot updates! I remember trying to do game design 20 years ago, and it was just about impossible to find any good tools to create indie games. Quake engines were of course nice, but you had a huge expensive license if you wanted to sell anything. We're spoiled for good options nowadays, and Godot is the shining example there!
2:55 Up to ten times improvements? Double-check the times displayed! It's like 100-200 times! 🤯
seconds vs milliseconds
It will boil down to that, since the Bottleneck is now elsewhere.
It was just *one* order of magnitude error. Barely worth mentioning in astrophysics…
This is the power of going woke
@@onewayroad3765 Not only isn't this a political channel, you commented on the *wrong video* which really doesn't paint you in a very good light.
Still hoping Traits will make it into 4.4. That feature will make it so much easier to make components in a more stable fashion.
We got typed Dictionaries, Traits/Interfaces are the last bastion for static typing, it *might* happen. I think they're still designing it, I don't think there are functional prototypes yet.
@@TWKPixelHero There was a core developer who said he would do it at some point. Of course we don't know when that will be.
It's literally the thing that makes me feel GDScript isn't ready for "true production" yet. Hopefully they got something working with C++ and C# being able to work with traits too.
Could you explain what Traits are? I haven't heard that term in regards to programming, and I primarily use C# myself
@@seoulpeterson432they're essentially Interfaces. There might be some differences, but they're similar concepts at least.
The vr editor thing is extremely interesting to me
I have been blessed with virtually no vr sickness so it could make working on 3d scenes quicker
Godot on quest is a massive deal.
You can make vr games, while inside said vr game, and see changes you make in editor happen in game live.
It’s magic, and all you need for vr dev now is a current quest headset, and a keyboard and mouse.
My biggest takeaway from this video is that Camtasia is still around, that's wild man
What mean?
@@ZoroBoiInd_lamanit's an screen record software many would use in the Old UA-cam days (2010s) to show thier screen/movies
Now I feel old
OMG!!! when I saw the part of this video where Mike showed the typed Dictionaries annotations I totally shouted "Oh hells yeah!! they're finally adding that!!!" and wound up startling my family members with how happy I was about hearing that with my sudden happy cheering lolz! this is a feature I've been hoping for (and probly a TON of other game devs in the Godot community as well) and I am sooooo happy that they're finally adding it! I've been using custom classes in place of passing dictionaries as return values from functions simply because of the lack of autocompletion support for the return values of returned dictionaries since the annotations are pretty much the only way the engine's autocomplete feature knows what the values are in the returned dictionary values from functions called from another script. this is a major feature that has been missing for a long time in my opinion and I am super glad the engine devs finally are adding it! Thank you for totally making my day so much happier with this news Mike!
All I want is C# web export.
Thanks.
I want gdscript to eat c# and nourish itself with its sustenance
Is it still not here?
Latest Docs say "Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead."
@ManjaDev it did a year ago, too. I was told this had to do with the .net version, they would fix it after that would release a new version.
Not very optimistic about the project if they can't do something like that.
We do VR with unity at work. Constantly hopping between computer and headset is a much bigger headache than you'd think.
We do have an emulator layer that makes it so that we don't have to put the headset on every time, but you can't get a realistic idea of how a 3D space "feels" in VR that way, not to mention testing performance.
Also, we've been developing a game for 2 years now, and we're at a point where the "editor version" of the game has become so different from the actual android apk that it just can't be trusted, and we have to wait for builds to test a lot of things properly. its becoming a nightmare.
So I was personally very excited about the idea of being able to develop godot in headset. I couldn't possibly wear a headset for a full 8 hour work day, though. Nausea aside I'm worried what that would do to my eyes. Being able to also just work on a pc like normal alongside in headset would be a must, but I could see the ability to do multiple rounds of rapid prototyping/debugging in headset without putting it on and taking it off constantly being HUGE.
I'm dying to try it out. I've worked out how to use git on my quest headset and I'm waiting for a bluetooth keyboard and mouse to come in the mail.
Someone should develop a vr headset that can comfortably flip up like a welding mask lmao
@@NihongoWakannai That was ironically a thing in earlier VR headsets, altho of course doing so on a bulky early VR headset was probably shifting a weight when doing so. Its been a while since I check if some expensive headsets still do them. Tho kind of sad Quest and maybe Pico are literally the only cheap and relative modern headsets so far... And at one point PSVR2, but eh, that discount ended months ago.
I am always waiting for the next version. I love what Godot can already do and can't wait for more. Thanks for explaining some of these upcoming features. I think for some of us new game developer some of the terms and concepts aren't fully understood. Just having someone add a bit more context is helpful. I think this is very true for the godot asset library. Many of the addons are lost on me since I don't fully understand their functionality. This is often do to poor documentation, missing documentation or video rundown of what the add on does.
Lastly yes I like to be able to work within godot from just about any device. I often work from my phone (z fold 6) or from dex mode but I would like and option for godot to work on the iPad and MIxed reality devices as well.
Thanks again
An XR editor is absolutely needed. I had to iterate often with each iteration involving taking off the VR device, making changes, putting the VR back on, and repeating. I had to make tools to allow making changes in VR. That's really the job of the editor.
Nice changes as always.
However, I think what is severely lacking are some decent cloth physics, specifically referring to character clothing on a rig. That would be amazing to see!
"Too many damn acronyms!" LOL American English will eventually just become all acronyms, abbrevs, and emojis IRL fr 😆 but anyways, I'm excited about the XR features long term. Gotta get to Ready Player One and ST Holodeck somehow.
is 4.4 the sweat baby update?
You guys cry like idiots because they made a joke about "wokot" on the official Twitter account, you guys are a cult
Yup, looking forward to it ((
Yes it's the woke engine update
Sweet Baby Inc. never had any power. No consulting firm has power. You don't like the decisions the developers (or at least their managers) decided to make.
@@transformersloverjonoff base. I'll bite though; how does the consultation firm *not* have authority in creative decisions?
You argued at the sky, I'm here to reply.
Thank you for updating us on the new Godot 4.4 dev 2, this is very informative. The Godot contributors are amazing people with high skills. My personal favourite is the ability to have typed Dictionaries. I do hope they improve the editors ability to auto-complete, as sometimes the editor gets mixed up and confused quite easily in important areas, for instance, auto-complete messes up with Enums and match statements, I don't know why but in 4.3 it does.
I wish there was a car or vehicle maker plugin in godot or a swimming pool /water surface plugin
I super hope that the rendering compositor comes to fruition! I really would like to use a stencil buffer, but the current pull request open for it is completely blocked by the inability to customize the order of rendering commands.
Yay! Much more exciting than Dead Platform Walking news! The editor improvements sound like they'll be fantastic and you're tempting me to switch now.
It's worth it 👌
lol, have fun with Godot atm.
Otherwise, just wait for the fork because it's really nasty right now.
@DefaultPotato I think he's just the "someone said something mean that I don't condone so I'm a really good person"-guy.
I started my project with 3.5 and had a really rough year unit everything worked again in 4.3. For now I will go on with 4.3 because it seems that 4.4 is not really a big jump forward
Still waiting for more stability in 3D, the editor tends to get slower with scenes that contains a lot of models
That's just the nature of having a lot of stuff in one scene. It also happens in Unreal, in my experience. This is probably because some optimizations are deactivated when editing a scene.
@@kmouratidis they weren't comparing it to unreal, just because industry standard isn't good doesn't mean open source cant target higher they don't need to be less than anything.
Yep. They should at least turn on ambient occlusion and make stronger efforts in educating other devs to use custom shaped occlusion nodes. Maybe make it a soft warning when it's not added as a child to a mesh3D or something.
Have you tried the MultiMesh3D node? It's great for static models on the ground, walls, backgrounds, and such.
If you mean the node number and editor, in 4.4 it improved.
Love the Godot coverage dude
im already waiting for 4.5
I am actually watching this from my quest and having a godot window as well beside me in quest. This is the best.
I've been learning Godot XR already, and immediately took to running Godot inside the Quest 3 for all the tinkering.
It's actually remarkably comfortable to use, even for hourlong programming: with a keyboard ofc.
But more to the point, it's just delightfully fun to put down some CSGs and walking around, adding little spherical robots and customising their behavior etc entirely in VR. Perfect for learning!
Is there an improvement to Godot's C# coding support? I can't get to Godot cause I don't like to drop my knowledge in C# just to code in a python-like (not even python) language.
C# will never be first class citizen in Godot.
Either go with GDScript or find a different engine IMO.
I program in c# for godot. Its very easy and type safe. Its also way better if u want to use external libaries for c#. Thats not possible with GD script
It's been steadily improving in recent versions, it just doesn't hit the big headlines. That said, I've used C# professionally for 21 years now, and fought stubbornly to use C# as well, but (as a hobbyist) I still switched to GDScript recently. For a solo developer, it just does not make that big of a difference. Sure, there are headaches initially when things you know to reach for aren't there in GDScript, but I spend far more time working on my game than getting buried in some well architected and modular structure like I do when I'm using C#.
Now, in a big project with a team, absolutely I'd still use C#. But solo? It wasn't that big of a deal. You go through the full arc, it's easy, then the pain hits when things you've counted on aren't there, and then the easy settles back in again and you cruise. For me, the better integration was worth it. YMMV, of course.
Rafae honestly if that was the intention why would they include C# to begin with
Sadly not. It seems usable but the core effort is still on GDScript (or at least not on improving C# support). C# performs better but from my experience it does require some stubbornness to work with. It's a shame because I would really like to support Godot; however, the general attitude in the community seems to be that C# is only tolerated. I wish they would either commit to (eventual) first class support or discontinue it all together, so people would know where they stand.
Regarding the OpenXR editor feature, I can see it being quite useful to make small changes and have the effects immediately take effect in the virtual world around you, a sort of "live coding" for VR.
The Meta editor felt really confusing to me at first, then people doing VR dev explained that they'd likely use it to fine tune the placement of objects since it's hard to gauge those relative positions and sizes outside of VR and constantly taking off the headset and putting it back on as you slightly shift the locations of objects can be really annoying.
I'm really hoping they can fix the IK feature for 3D skeletons over the next couple versions. The one they have for godot 4 is far inferior to godot 3's and other engines. Inability to constrain angles with a magnet is just and insane missing feature.
If anyone know of any solutions to this with addons and whatnot... lmk lol.
the sheer speed of godot catching up is so wild - I'm for sure gonna start learning godot as an alternative to unreal for me
So, what Godot release will support editing on a toaster ( or, a XR Metaquest toaster)? 😝
Dear Mike..
what kind of pc do you use?
what part do you prefer to use for you game dev?
Thank you.
I use exclusively laptops. Current a Legion 7 Pro with. 4090
@@gamefromscratchI use my smart fridge
Man godot x account is going missiles. You not going to talk about it ?
I'm sure he's working on it, it's big news.
I don't have a Twitter account, so I don't really know what happened. Godot is both an important tool and open-source, though, so at most, people can just... fork it if they believe that they can manage the project better.
@@lemonheep The community manager is going rogue, some crazy progressive is banning people left and right, including code contributors on GitHub, and financial backers.
This will negatively impact the engine's development if the community manager isn't fired soon.
"When are you going to talk about [some drama]" is the worst genre of comment.
OMG I've been waiting for window state persistence for ever. Something all apps need.
im really interested in the in-VR editor! honestly, the biggest thing stopping me from VR development for a while was just the fact that taking my headset on and off sounded awful. i've kept my headset on for hours on end before, plus maybe itd help me focus to eliminate my surroundings ;;^^ legitimately, i did not get why anyone would use a VR desktop until thinking about VR godot editor lol, iteration would probably feel so much better
Man, Camtasia. I haven't heard that name since 2014. Good to see still alive lol
Will they ever make an official Terrain Editor?
is not their priority and you have good open source terrain editor plugins, so is not a needed thing now... But i think they should have a bunch of "official plugins", to people put all the energy in some features... Now they have many
RE: Betsy 2:50. That's a 200x speed improvement not 10x right? 100 seconds down to half a secon. That's craaaaaaaaaazy
If you're making a game for quest. Working on it directly on the headset instead on a PC imo is faster since you don't need to export your project and upload it to your vr each time. I know you can use Meta link but MR won't work well, also you wouldn't be able to optimize your game 100%
This is the best video title that ever was or ever will be.
OMG! I_can't wait now until I can afford to upgrade my Quest 2! I already run Godot in VR, using the Quest Link to run it in PCVR. But it has it's drawbacks. You really need to use a mouse, for one thing. I bought a tracked keyboard, thinking I would be able to use it to type, but it doesn't work in PCVR. But it'll work with running Godot on the Quest! So excited, it's like Christmas came early!!!
Virtual Desktop app supports both tracked keyboard passthrough, and also passes through mnk and even controllers. You can even use passthrough for your hands. Definitely worth it.
@@able_archer_ Oh, cool. I own that on steam, but I switched to OVR Toolkit. I'll have to mess around with virtual desktop again, thanks!
There is now a scandal brewing at godot involving the community manager that is going to destroy this engine soon. You need to get involve and talk about this. It is very serious for this engine's reputation which is about to take a massive hit because it is allowing a rogue personnel representing the company/engine/brand pulling it's image down.
He is Godot fanboy, he'll never post about it.
Literally just posted here on this. He’s. Shill for Godot. He loves to bash unity but ignores Godot worse problems. Smfh. Delete this biased channel bro.
Guys no one actually cares lmfao
@@VistaLargaGames godot worse problem, a thing that dosent affect the engine or the games or the developers or people taht are in the anti-woke cult
@@chettlar212 then why you're assuring that nobody cares?
I genuinely wish I should have stuck with Godot 3.5 early last year.
My game size has been increasing with every new 4.x release. Its worse on Windows and Android exports.
Web projects are borked on 4.3.
The compatibility renderer got hit with a weird bug on issue 95772.
Literally the only thing keeping me from starting my last project in Godot was the lack of interpolated physics. Looks like meat's back on the menu, boys!
Really hope they also improve the 2d terrain system performance at runtime. Miss godot 3's autotiling
The thing I wait for godot 4.4 the most is that my pull request will hopefully be merged, so I can call myself officially a godot code contributor ;)
I'm a backer and I personally know a lot of backers. We are withdrawing support as it seems game development is not their focus but politics.
I'm still waiting for c# web export
I just converted my project to 4.3 - I dont see much love for 2D in that release so personally I am ok with 4.3 for now.
I love Godot but Is possible to make a 3D game with it?
We weep at how few grokked that opening pun.
Having learned of and read “waiting for blue robot” this title is brutal, waiting for an engine that will never be properly finished.
Waiting for Godot is a play of a man waiting for a woman who never arrives.
Setting aside the politics of the leaders, can't the same be said about any engine being developed?
I'm still using Godot 3.5 lol 🤣
I can relate 😂😂
At least upgrade to 3.6!
@@sean7221 lol ok will do
@@ACE_z_creator LOL I'm glad that I'm not the only one.
Even Unity didn't go as far as banning devs for disagreeing with their politics. Godot is finished. This level of unprofessionalism and showing that their priority is politics makes Godot a non-starter.
>3 comments in the past 4 hours have the exact same amount of likes (10)
Very organic. Which proprietary company paid you to post this?
Yeeah, having some stuff happening with their social media team surely show us that their priority is politics... riiight
@@mirey-lamb not bots bro
at this point every company has its flaws. at least godot is open source so it doesnt matter that much
Yeah its not like you weren't LITERALLY STOPPED FROM USING future versions of unity unless you agree with the unity runtime fee TOS
And Godot is worse because....
Someone had a clinically insane banning spree... On twitter.
>Can still use the engine
>Can still update to future versios
>Godot legally have no way of stopping you from using Godot
>Can still contribute to the source code on GitHub if you didn't open issues talking about twitter drama and not the engine
>Its free forever
waiting for the day i'll be able to do "@export var dict : Dictionary[int, Array[String]]"
godot is such brave thing to name any piece of software. Considering they always feel like they'll never get done.. even when they are.
godot just had their unity moment im afraid
I'm supposed to believe that you knew what Godot was before you saw it in a video 5 minutes ago?
@@gussoria843 wanna play the project I’ve been working on? Lol
Waiting for C# full support, after making 3 game jam games and few prototypes with gdscript i just hate it tbh
it's most likely not gonna happen unless you wanna put the work into helping them, clearly the focus is on improving gdscript and the c# support was more of an old nicety
Out of curiosity, what's missing other than web exports?
@@crimsondespair_9505 am interessted aswell what is so bad with it?
@crimsondespair_9505 One thing off the top of my head is that in gdscript you can mark scene classes to appear in the class browser instead of having to search through your scenes instead. C# can't currently do this.
C based languages have their merits. I've run into a point where I wish I could create custom types with #typedef or use structs. Instead I had to use a dictionary. However C# has some features that make no sense to me, and I'd rather keep things simple with GDscript.
3:55 nice. I made a level difficulty set in the dictionary but could not access it from the editor. And also I wanted to define data types...
Beckett is proud!
This video titled Godot 4.4 and it was released 4 hours ago 🤯
Cant wait for 3d physics interpolation
That cant be your first Samuel Beckett reference
Lol, no.
My first Beckett reference was in 2014. For real.
gamefromscratch.com/godot-unity-like-game-engine-going-open-source/
I'm actually fairly sure I'm the first creator covering Godot by a pretty large margin, so that let me make the brutally obvious pun first. ;)
These updates just make working with plugins a nightmare
I'm waiting for a good fork of Godot run by people who focus on games instead of activism and unprofessional behavior
somebody already annouced it, redot i think will be the name
Redot Engine
Great channel. Some videos on AGK Studio would be nice
Dude I love your content
I love the Reference in the title. Nice
so excite so hype! esp those typed dictionaries
The XR editor will be cool if Valve’s Linux headset ever comes out
i hope they add trail render node its will be amazing
Do they have anyone at Godot that does any quality control or testing before they merge new features/code? I don't talk about the usual unit testing that should be done automatically anyways to catch basic bugs early on. I'm talking about bugs that literally crash the editor, some bugs have gone unfixed since Godot 3. Calling something "stable" should literally mean it but if every button you press in some nested menu causes editor to crash every 30 minutes, that's not fun.
Godot went full woke on X, using hash wokot and banning everyone that have any critique of this.
I am sad that Godot did that. The only thing I think we can do is not donate money to Godot.
Hopefully it will sort itself out, virtue signaling only defers progress and creates division (opposite of what the CM thinks they're doing).
@@xPumaFangx End of the day, be glad you'll never have to pay a liscense fee. Best to let people act stupid and simply not donate.
They even banned one of their titanium backers for saying 'focus on the engine and not politics.' (source: Grummz on X) this is getting crazy
Godot has been woke for a damn long time. They were using trans and pride flag colors over their logo art on their Discord YEARS before this. The Wokot was just their "natural evolution", it's why I went to other engines... and no, not Unity or Unreal.
You know what is a cool thing about those who have moved from Unity to Godot?. You will still be waiting for freatures and stability builds instead of making games
Go ahead and make an engine yourself if you think it’s easy 🤷♂️
@@eVolt99
fanboy triggered by a joke
it's a good thing most people who moved over were only gonna make smaller games anyways :3
True, I'm having to work around some things in my game. 😅
Can we all stop acting like how console wars people act pls?
i dunno about godot anymore man. open source means open to everyone, even those you hate or those who criticize you. it seems godot can not be trusted
SSS? sub-surface scattering, maybe better rendering of characters skin
I think 4.4 fixes 2d parallax with rotation. I need it asap
All I want is better support for C#
if anything, mono is on its way out
Typed Dictionaries ftw!
That are some very nice update, even for beginner like me.
I can’t wait for:
1. C# web export
2. Functioning 3D inverse kinematics
godot need to get their hands out of their asses and fix that broken physics engine
Jolt is beimg brought to core...
@@saul8510 jolt is still lacking and the development seem to be taking forever. i've been following it for almost 2 years now, and it still doesn"t have multi thread support
@@wikittywhacktv what do you think is lacking in jolt? I don't really use complex physics so jolt has been fine for me.
@@NihongoWakannai it still doesn't support some godot 3d nodes, and not supporting multi-threading is a big one
@@NihongoWakannai if you ever read something more than zealotic "But you can fix it yourself!" and "But Jolt exists", you know, that Godot-Jolt has no softbody support and has to be supported by third-party. So there's always a bus-factor: contributor may lose interest in supporting it.
And please, stop to call on to "good enough" reasoning of Godot feature-incompleteness.
yey, nice video! i hope they improve the script editor, as someone that comes from VSCode, the current one is usable. using as external editor is also not great (e.g no drag and drop of $Node). All i need is move the scripts to tabs and make it easier to search files. I tried to go to the github page but cannot navigate there plan to know where to add it OR if something like the above is in progress.
For the former, add the Script-IDE addon from the the AssetLib. I don't have anything for search, yet.
I used to drag nodes into script on second monitor...wtf happened?
@@TWKPixelHero fantastic, thank you so mutch!
waiting for godot to go broke
They need to greatly improve the screen space filter for glow. It is still old and terrible. They need to fix the embarrassing bugs for the particle systems and other tools. Watching someone on UA-cam, trying to explain how to do things and can't do it, because the shit don't work. I am curious how many people who came from Unity stayed with Godot? For 2D, I am sure they did stay; I doubt it for 3D.
i wanted to manipulate a pixel buffer as if it were an array for a 2d game
newer versions of godot couldn't
older versions performed lke shit, because gdscript is slow and gash, and the c# implementation is shitty to even get to work, and the overhead makes it hella slow too
you can't even feasibly iterate a pixel buffer, that's ridiculous, even javascript is way faster just poking the pixel array
i was over godot in a day for 2D and went with C++ and sdl2
I'm waiting for Godot 10, when it'll finally /might/ be usable for 3D. 🤣
Huh? People use Godot for 3D games all the time.
@lillybyte Sounds like a skill issue on your part. Apply yourself.
Lol xd...
Şimdi aklıma geldi sooner or later, er ya da geç. Tam türkçesi var. Adam ingilizce kavrayışı ile benim de beynimi öptü.
🤣🤣🤣 That title had to happen eventually!!! 🤣🤣🤣
can anyone fill me up with how godot's cinematic rendering? i mean, the actually rendering out cinematics from it into video files.
im honestly really just waiting for godot to get to the point of what ue4.16 was in terms of cinematic rendering. like with camera settings and all that(aperture, focal length, focus distance, noise, etc)
you're better off using blender eevee for that
You can access all of those physical camera settings, and Godot has the ability to run a game scene in Movie Maker mode. That said, I haven't used either of these, so I can't tell you how good either of these are.
Honestly you're probably better off just running some tests yourself. Idk anyone who uses godot for that usecase but it should be possible.
lets go sponsor!!!
i lost my mind over typed dictionaries!
All I wanted was typed dictionaries...
Waiting Dogot forever!
More Godot is never enough Godot :P
Last i checked Camtasia was expensive.
I'll stick with OBS for recording and kdenlive for editing..
Why not Davinci Resolve for editing?
Yo we same 😊 OBS & Kdenlive
@@Miltos95 Davinci resolve is overkill for this kind of stuff
I need that optimization!!😅
TYPED DICTIONARIES FINALLY
Damn it, even the Godot community has already been infiltrated by these woke BS 😅
I came out of retirement from game engine development upon hearing the news. I'll wait for a few more weeks to see how they sort things out.
If I see that they're irredeemably woke down the rabbit hole, I'll start coding my own WebGPU/Vulkan capable game engine from scratch.
Protesting won't do any good. Time to roll our own. This hypocrisy has to stop!
From what I can see it's just a community manager who has also used the offical Godot twitter to block the Godot creator. Not a good look.
@@CasimiroBukayo...how would this make you come out of retirement lol
@@CasimiroBukayo my brother in christ just fork it
@@CasimiroBukayo or you can join the development of redot