Godot Engine Documentation
The official Godot documentation: getting started, step-by-step introductions, manuals for 2D, 3D, physics, animation, UI, audio and exporting, and the full class reference. It is well written, free and open source, and it is where you check how any node or GDScript feature works.
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GitHub (godotengine/godot) · Sept 2026
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Godot Engine
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What it is
The Godot documentation covers the whole engine. It has four useful parts:
- Getting started: an introduction to Godot's ideas, a step-by-step guide to nodes, scenes, scripting and signals, and complete tutorials for a first 2D and 3D game.
- Manual: topic guides for 2D, 3D, physics, animation, audio, UI, input, navigation, shaders, networking, performance and exporting to each platform.
- Scripting: the GDScript reference, style guide and static typing, plus C# and GDExtension.
- Class reference: every node and class with its properties, methods and signals. The same reference is built into the editor's help.
Is it worth reading?
Yes. Godot's docs are unusually readable, and the step-by-step section explains the engine's design, not just its buttons. Reading "Nodes and scenes", "Scripting languages", "Signals" and the GDScript reference early saves many beginner mistakes.
The engine and its licence
Godot is free and open source under the permissive MIT licence, as stated on godotengine.org/license. You can use it for any purpose, including commercial games, and the engine's licence does not apply to the games you make. There are no fees or royalties. The main repository had about 117,000 GitHub stars as of 2026-09.
Time and prerequisites
Nothing to finish; use it as you build. Some programming background helps.
Tips
- Use the version selector: the "stable" docs match the current release, and older 3.x docs differ a lot.
- Press F1 in the editor to search the class reference offline.
- The exporting pages list each platform's requirements, such as the Android SDK and signing keys, and note limits such as C# projects not exporting to the web in Godot 4.
Common questions
GDScript or C#? GDScript is the default, has the best editor integration and exports everywhere. C# suits people with .NET experience; check the export limits first.
Is the documentation open source? Yes. It lives on GitHub, and anyone can suggest fixes.
Where it fits in the Sefism roadmap
It is the Godot reference pick in most stages: programming, the engine systems, game maths and performance and exporting. The step-by-step section is worth reading in full before the programming stage.
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