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godotengine
godot-proposals
OPEN SOURCE2020–2026
godotengine / godot-proposals

godot-proposals

Godot Improvement Proposals (GIPs)

26Distinct people
29Mentions
0Explicit recommenders
1.5KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Godot Improvement Proposals (GIPs)

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 10:49:33 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year29 dated mentions

Observed mentions: 2020-01-29 19:13:19 UTC to 2026-07-28 13:45:17 UTC.

0369122020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 7 mentions; 0 submissions, 7 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 11 mentions; 2 submissions, 9 comments20232024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC202
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC202
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC707
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC1129
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC404
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC303

From the project README

An excerpt from the repository, fetched Nov 13, 2026.

Read the project’s introduction
Godot Improvement Proposals Welcome to the official Godot improvement proposals repository! Here, the Godot community shares and discusses ideas to improve the engine. Everyone is welcome to participate. If you have an idea, please read the introduction below to get started. We also encourage you to browse existing proposals and participate in their discussions. TipUse the Godot proposals viewer to browse proposals, and the discussions tab to browse ideas. Bug reports are not a subject of the proposal process. If you experience an issue while using Godot that cannot be attributed to a missing feature, please file a bug report instead. How to suggest improvements You have two options to suggest improvements for the engine: issues and discussions. To create a proposal issue, you should have a well-developed idea of the change you're suggesting, and put effort into a highly detailed description of it. Please read the rules below before you create a proposal issue. You may also wish to read about our evaluation process to improve the chances of your proposal being accepted. If you have a more general idea for an improvement without specific details, please start a discussion instead. We also encourage you to iterate and expand upon ideas of other contributors and try to formulate proposal issues (with appropriate attribution to those other contributors). This helps the ideas come to fruition by giving the community something specific to discuss or implement. All proposals, both issues and discussions, will be discussed and evaluated by the community, and may even end up being implemented by a fellow motivated Godot contributor. Keep in mind though that all changes need the approval of Godot maintainers before they can be merged. Rules for proposal issues Note: The following points describe requirements for a proposal issue. A discussion, on the other hand, can be started in any form. Do your research. Before you post, discuss your idea with the community, to find if other people are experiencing the same problem and brainstorm solutions together. Search existing proposals and ideas for potential duplicates. And search the internet and asset library for addons that can solve your problem without an engine change. Use your own words. You are not allowed to use AI / an LLM to write your proposal. AI-written proposals are hard to read and often invent facts and solutions that won't work. If you aren't comfortable with English, write your proposal in your mother tongue and use dedicated translation software (not a chat bot) to translate it into English. Give context to your problem. To give an example in cooking: Say you wanted to bake a cake and found a recipe. Don't write your problem as "I need flour", write "I want to bake a cake". To add flour is the proposed solution. You should also describe which workarounds you tried and link related proposals. If you do not provide a well-founded motivation, your proposal will be closed. Be specific with your solution. It is not enough to describe just the idea; your proposal should make all the necessary design decisions such that they can be discussed by the community. Include images, mock-ups, diagrams, code, if applicable. If your solution lacks in detail, is ambiguous, or otherwise unactionable, your proposal will be closed. Use one issue per proposal. Do not cram multiple feature requests into a single proposal, as this makes it harder to discuss features individually. Have patience. Godot is community-driven: if no other users are interested in your proposal, it will not be added to Godot. Remember that the more effort you put into your proposal, the more likely it is to gather attention. You could also share and discuss it in Godot's community channels to draw attention to it. What to do if your proposal is closed We usually only close invalid, duplicate, and rejected proposals. We do not close proposals lightly, but we can make mistakes: If you think we should re-open it, please join us in the contributor's chat and describe the situation. If your proposal was closed as invalid, please review the rules above and put more effort into your next proposal. If your proposal was closed as a duplicate, please review the linked proposal. If it is truly duplicate, or more detailed than yours, we encourage you to support that proposal and contribute to its discussion. If you think your proposal is sufficiently different to stand on its own, please appeal this decision by making a comment. If your proposal was rejected, please review the stated problem and see if you can find another solution. Often, solutions that are rejected for Godot can be implemented as a plugin or GDExtension. How we evaluate proposals The following is a list of considerations that Godot maintainers use when deciding to accept, close, or leave a proposal open. These considerations are in balance; no one is more important than another. Godot maintainers have discretion to weigh the factors as they see fit. In addition, consider reading this article which describes technical considerations of Godot maintainers for new features. 1. Does the proposal comply with the rules? Read the proposal and check to see that it complies with the above-stated rules. If it does not, close the proposal. 2. How much support is the proposal receiving? Evaluate the amount of support the proposal is receiving. This is an ongoing analysis. If a proposal receives little support at first, it may receive additional support later on. 3. Can this proposal be implemented with an addon or GDExtension? Evaluate whether it is possible for the solution to be implemented as an addon or GDExtension. If it is possible for the proposal to be in an addon, it is less likely to be accepted. 4. Does this proposal benefit most users? Determine whether this proposal benefits all users, or just certain users. For example, a feature that can only be used for 3D FPS games is less likely to be accepted th
Read the full README on GitHub

What Hacker News says

4 sources
Mm. I like godot, but c# is second class citizen in that ecosystem, which they are open about (1) and despite improving (2), it still a bit rough. “Fully supports”? I’d say more like “works mostly”. /shrug Gdscript is a weird stupid custom language. I feel like in most cases you shouldn’t write a new programming language for your application unless there’s no viable alternative. I know, unreal did it with blueprint, but that’s because there are no good open visual scripting languages; and they had a lot of existing infrastructure from their previous (also stupid, for the same reasons) unreal script. What they’re doing with verse is arguably also stupid, but I’ll give them the benefit of the doubt on the basis of a) having done it before, b) having unusual requirements for their metaverse ambitions. Anyway. Godot did have any good excuse;
Read the rest
gdscript was not something people asked for or wanted; it was a lazy version of python because actually embedding python was too hard. Other options existed. …but, instead the time and effort went to building a new language. One thing you can look back at in Unitys history that is interesting is their aborted attempt to have js, c# and boo as scripting targets. …but over time, it became clear that having feature parity in all of them wasn’t plausible. I guess we’ll see where godot ends up, but my $0.02 is that as the api surface increases, feature parity is difficult to maintain, and gd supoort for other languages will wane with community interest. The only language they are committed to is gdscript. [1] - https://docs.godotengine.org/en/stable/tutorials/scripting/c... [2] - https://github.com/godotengine/godot-proposals/discussions/4...
In Random Thoughts about Unity
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code. The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]). [1]: https://github.com
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In Show HN: Mazelit - My wife and I released our first game
Looking at the interactive changelog on github [1] it looks like there was a lot more work merged in already, some 811 pull requests. And yet this results in only 4 bullet points on their write up? I think one of the problems Godot suffers from is the inability to market themselves properly. A big highlight of that is their logo. In terms of design, it does not have a "serious" or "professional" feel. Of course, there is a subjective nature to the conversation, but it has been discussed [2] in the past, and dismissed entirely as if it was not an important conversation, because of personal attachment. I hope that when 4.3 is released, they will be able to add a little more to their write up to highlight all the important changes. Otherwise it feels like there are no important changes. [1] - https://godotengine.github.io/godot-interactive-c
Read the rest
In Dev snapshot: Godot 4.3 dev 3

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