Godot Playground

How the editor works

Everything runs in this tab. There is no install, no import step and no project file to configure. This page walks through the screen once, from opening it to sending someone a link.

01

Open the editor

/new gives you an empty project with a main.gd already attached to the scene root, running Godot 4.7 stable. It starts playing by itself, so what you see on the right is your project already running.

If you would rather read something that already works, the 133 examples open in this same editor. An example is copied into your browser when you open it, so editing one touches only your copy and reloading the page writes the original files back.

02

Write the code

The panel on the left is the code editor. Typing is all you need to do: the script is checked and saved on its own a moment after you stop, with no save button anywhere.

If the script does not compile, the error lands on the offending line, in red, with the message from the engine. Completion for the Godot API comes as you type.

14func _process(delta: float):
15 var bt = Button.new()
16
17 bt.press 
pressed
pressing
process_mode
03

Add scripts and shaders

The + above the list creates a file. Pick Script or Shader, type a name without the extension, and it shows up under Scripts or Shaders. The trash icon next to it deletes the selected file, and main.gd cannot be deleted.

Only main.gd is attached to a node. Everything else you reach from code: Get.script('player') and Get.shader('water'), both without the extension.

Scripts
main
Shaders
outline
1extends Node
2
3func _ready():
4 var bt = Button.new()
5
6 bt.text = 'Play'
7 add_child(bt)
04

Read the screen

The bar floating under the viewport is where the project itself is controlled.

Reload restarts the project from scratch. There is no play button, it is already running.
2D / 3D / Both switches the viewport between the two dimensions, or splits it.
The scene dropdown changes the current scene, creates one with + and deletes it with the trash. The default scene stays.
The four toggles are reload shader on save, default light (on), guidelines and default camera controls.
The blue counter counts your print() calls, and the red one counts errors. Clicking either opens the output panel.
2D
3D
Both
default
12
0
05

Move the camera

Hold the middle mouse button to orbit the editor camera, and hold shift with it to pan. The scroll wheel zooms. This moves the editor view, not the camera inside your game, so it never changes what a player would see.

The Code button in the top bar hides the code panel when you want the viewport wider.

06

Take the project with you

Download ZIP gives you the folders scenes, scripts and shaders, which is a Godot project you can open on the desktop.
Share with community asks for a name and a password, publishes the project and sends you to its own address. Anyone with that link opens what you built.

Your project lives in this browser, not on a server, so it survives a refresh but goes away if you clear the site data. The ZIP is the copy that does not depend on that.

Project name
Title of the project
Password
Used for project editing later on.
••••••
Share this project
07

What the browser cannot do

Godot on the web renders through WebGL 2, which is the Compatibility renderer. Screen space reflections, VoxelGI, SDFGI, volumetric fog, decals, depth of field and compute shaders are not available there, no matter what the project settings say.

One that surprises people: GPUParticles does not draw. Use CPUParticles2D and CPUParticles3D, which is what every example in the catalog does.

There is also no asset import, so images, audio and models have to be generated in code, with FastNoiseLite, Image, GradientTexture2D or AudioStreamGenerator.

Still stuck on something? The examples are the fastest way to see a feature working end to end.