SpatialAudio3D
by Claude | MIT
A full demo project showcasing SpatialAudio3D, a drop-in Godot 4 addon that turns AudioStreamPlayer3D into a spatial acoustics system — distance-based delay, raycast-driven reverb, room size detection, and occlusion, all derived automatically from your
This is a playable demo project for SpatialAudio3D, a drop-in Godot 4 addon that transforms AudioStreamPlayer3D into a full spatial acoustics system. Install and run this project directly to hear it in action. To use it in your own project, copy the
Third-Person Shooter Demo
by Godot Foundation | MIT
Third-person shooter demo with high-quality assets and lighting
Third-person shooter demo with high-quality assets and lighting. Controls Mouse or Gamepad Right Stick: Look around W/A/S/D, Arrow keys, Gamepad Left Analog Stick or Gamepad D-Pad: Move Space, Gamepad A/Cross: Jump Right Mouse Button, Gamepad Left Trigger
Custom Splash Screen Demo
by Godot Foundation | MIT
A demo showing how to create a custom splash screen scene, while hiding the default splash screen for a seamless experience
A demo showing how to create a custom splash screen scene, while hiding the default splash screen for a seamless experience. This example showcases a simple animation with the AnimationPlayer node. Since the engine is already running while it's displaying
OpenXR Passthrough Demo
by Godot Foundation | MIT
This is a demo showing OpenXR's passthrough functionality
This is a demo showing OpenXR's passthrough functionality. Language: GDScript Renderer: Compatibility How does it work? Passthrough is a feature available on a number of XR headsets. It uses the cameras on the device to show the real world inside of the
GUI in 3D Demo
by Godot Foundation | MIT
A demo showing a GUI instanced within a 3D scene using viewports, as well as forwarding mouse and keyboard input to the GUI
A demo showing a GUI instanced within a 3D scene using viewports, as well as forwarding mouse and keyboard input to the GUI. Language: GDScript Renderer: Compatibility
Pong Multiplayer Demo
by Godot Foundation | MIT
A multiplayer implementation of the classic pong game
A multiplayer implementation of the classic pong game. One of the players should press Host, while the other should type in the host's IP address and press Join. Language: GDScript Renderer: Compatibility Note The non-multiplayer version is available here
Android IAP Demo
by Godot Foundation | MIT
This demo shows how to make in-app payments in Android
Godot Google Play Billing Demo This is a demo project (IAP store) showcasing how to use Google Play Billing with Godot using the Godot Google Play Billing plugin. The demo is intended as a sample implementation to help developers understand how to
Visibility Ranges (HLOD) Demo
by Godot Foundation | MIT
This demo showcases how to set up a hierarchical LOD system using visibility ranges
This demo showcases how to set up a hierarchical LOD system using visibility ranges. This can improve performance significantly in 3D scenes by reducing the number of draw calls and polygons that have to be drawn every frame. Use WASD or arrow keys to
Truck Town Demo
by Godot Foundation | MIT
This is a demo implementing different types of trucks of varying complexity using vehicle physics
This is a demo implementing different types of trucks of varying complexity using vehicle physics. Controls: Up Arrow, W, Gamepad Right Trigger: Accelerate Down Arrow, S, Space, Gamepad Left Trigger, Gamepad B/Circle, Gamepad X/Square: Brake/reverse Left
Tonemapping and Color Correction Demo
by Godot Foundation | MIT
This showcases various tonemapping operators and their interaction with several color correction textures (1D and 3D)
This showcases various tonemapping operators and their interaction with several color correction textures (1D and 3D). A script generating neutral 3D LUT textures is also included. Language: GDScript Renderer: Forward
Graphics Settings 3D Demo
by Godot Foundation | MIT
A demo showing an example of a graphics settings menu
A demo showing an example of a graphics settings menu. Included settings are: Video settings: UI scale. Resolution scale. Display filter (bilinear, AMD FidelityFX Super Resolution 1.0 or 2.2). Fullscreen. V-Sync (traditional and adaptive). Anti-aliasing (
Global Illumination Demo
by Godot Foundation | MIT
This demo showcases Godot's global illumination systems: LightmapGI, VoxelGI, SDFGI, ReflectionProbe, and screen-space effects like SSAO and SSIL
This demo showcases Godot's global illumination systems: LightmapGI, VoxelGI, SDFGI, ReflectionProbe, and screen-space effects like SSAO and SSIL. Use the mouse to look around, W/A/S/D or arrow keys to move. Language: GDScript Renderer: Forward+ How does
Grid-based Navigation with AStarGrid2D Demo
by Godot Foundation | MIT
This is an example of using AStarGrid2D for navigation in 2D, complete with Steering Behaviors in order to smooth the movement out
This is an example of using AStarGrid2D for navigation in 2D, complete with Steering Behaviors in order to smooth the movement out. Language: GDScript Renderer: Compatibility
Barebones Modding Demo
by Office Serval | MIT
A demo to help you understand basic modding support & custom resource loading
Godot Barebones Modding Demo A simple demo project for Godot 4.7 showing how you can create a basic modding system using Godot Resources Features Basic resource-based modding Built-in mod creator allowing you to add modded items Built-in random item
WebXR Demo
by Godot Foundation | MIT
This is a minimal demo of WebXR rendering and controller support
This is a minimal demo of WebXR rendering and controller support. When exporting to the Web platform, make sure to include the WebXR Polyfill and WebXR Layers Polyfill which will fill holes in web browsers' WebXR support. To include these polyfills, open
OpenXR Spectator View Demo
by Godot Foundation | MIT
This is a demo for an OpenXR project where the player sees a different view inside of the headset compared to what a spectator sees on screen
This is a demo for an OpenXR project where the player sees a different view inside of the headset compared to what a spectator sees on screen. When deployed to a standalone XR device, only the player environment is exported. Language: GDScript Renderer
OpenXR Render Models Demo
by Godot Foundation | MIT
This is a demo showing OpenXR's render models implementation
This is a demo showing OpenXR's render models implementation. Language: GDScript Renderer: Compatibility How does it work? OpenXR allows us to run our application without having knowledge of the hardware being used, or that we as developers have access
OpenXR Origin Centric Movement Demo
by Godot Foundation | MIT
This is a demo for an OpenXR project where player movement is handled with an XROrigin3D as a base node
This is a demo for an OpenXR project where player movement is handled with an XROrigin3D as a base node. This is based on the Origin centric solution as explained in the room scale manual page. Language: GDScript Renderer: Compatibility How does it work
OpenXR Hand Tracking Demo
by Godot Foundation | MIT
This is a demo showing OpenXR's hand tracking and controller tracking logic
This is a demo showing OpenXR's hand tracking and controller tracking logic. Language: GDScript Renderer: Compatibility How does it work? Being able to see the player's hands, and having those hands interact with elements in the environment are paramount
OpenXR Binding Modifier Demo
by Godot Foundation | MIT
This is a demo for an OpenXR project where we show how to use the binding modifier feature in the action map
This is a demo for an OpenXR project where we show how to use the binding modifier feature in the action map. Language: GDScript Renderer: Compatibility How does it work? OpenXR has introduced a system called binding modifiers that allow you to add
OpenXR Character Body Centric Movement Demo
by Godot Foundation | MIT
This is a demo for an OpenXR project where player movement is handled with a CharacterBody3D as a base node
This is a demo for an OpenXR project where player movement is handled with a CharacterBody3D as a base node. This is based on the Character body centric solution as explained in the room scale manual page. Language: GDScript Renderer: Compatibility How
OpenXR Compositor Layer Demo
by Godot Foundation | MIT
This is a demo for an OpenXR project where we showcase the new compositor layer functionality
This is a demo for an OpenXR project where we showcase the new compositor layer functionality. This is a companion to the OpenXR composition layers manual page. Language: GDScript Renderer: Compatibility How does it work? Compositor layers allow us to
Mobile VR Interface Demo
by Godot Foundation | MIT
This is a simple demo that shows how the mobile VR interface can be enabled. This is a small project to test stereo rendering on desktop without needing XR hardware
This is a simple demo that shows how the mobile VR interface can be enabled. This is a small project to test stereo rendering on desktop without needing XR hardware. When used on mobile devices, simple 3DOF headtracking can be tested. Language: GDScript
Split Screen Input Demo
by Godot Foundation | MIT
A demo showing a Split Screen GUI and input handling for local multiplayer using viewports
A demo showing a Split Screen GUI and input handling for local multiplayer using viewports. It demonstrates: Single World2D, that is shared among many Viewports Simplified Input Map, that uses the same Actions for all Split Screens Input event routing to
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