New Features in Godot 3.1

Discover the main new features in Godot 3.1 in this series.

The New Default UI

Godot 3.1 brought a lot of improvements to the User Experience and interface. In this tutorial, we take a look at the differences in the default editor layout between 3.0 and 3.1.

The New Inspector

Godot 3.1 brings a completely redesigned inspector with a modern UX, nested resources, editable array and dictionaries, plugin support, and more!

The New Filesystem

Gilles Roudière remade the filesystem docker to offer a much cleaner workflow. It now displays better thumbnails and works in tree or in split mode.

Sync Script and Scene Changes

Did you know you can keep working on the game while you test it? The changes you make in your scenes and code will update in real-time.

Improvements to KinematicBody2D

In Godot 3.1, the KinematicBody2D now has the ability to snap to the ground or walls, and to better sync with animated platforms.

Project Search and Replace

Another welcome new feature in Godot 3.1: the ability to search and replace code globally or per-folder.

Overview of Static Typing with GDScript

We also wrote the manual page on Static Typing.

The built-in reference got improvements once again. The help search window (Shift F1) is now a lot cleaner!

Visual Shader: Dissolve effect

Godot 3.1 brought back Visual Shaders! The real-time per-node preview helps to debug your shader code visually.

2D Mesh Deform and Rigging

Learn to set up a deformable character with the new Skeleton and Bones in Godot 3.1. This is a 2-part tutorial.

2D Skeleton Skinning

Following on the previous tutorial, learn to add inner vertices to your polygons and to use Inverse Kinematics.

Using the Tileset Editor

Constructive Solid Geometry

Nested YSort Nodes

A quick and simple tutorial for a lovely improvement: in version 3.1, you can nest YSort nodes to better organize your scene tree. The engine will treat the entire hierarchy as a list of sprites to sort on screen by Y position.

Improvements to the 2D Viewport

For this release, Gilles worked on the 2d workspace's user experience once again. We're looking at everything he improved in this video.

New Animation Editor

Animation: Limitations and Rough Edges

As I was working on the new anim editor's tutorial, I hit some limitations and faced some issues. Here's a quick discussion on the areas that, to me, need improvement for complex animation.

Convert a Sprite into a 2D Mesh

Another simple, yet useful new feature in Godot's latest release: you can now convert Sprites to 2D Meshes to help lower your fill rate (number of pixels drawn each frame).

Intro to C#

This is a short tutorial to get you started with C# in Godot 3.1.

The Class Name Keyword

You can register a GDScript file as a type in your entire project in Godot 3.1 with the class_name keyword. Learn how in this tutorial.

Overview of the GLES2 Renderer

The biggest new feature in Godot 3.1: a gles2 rendering backend that provides great compatibility and better performance with old hardware.

GDScript GDQuest guidelines for clear code

Here's our guide to write team-friendly and open source-friendly GDScript with Godot 3.1.

Batch Rename Nodes

Batch renaming is an easily missed, yet a useful new feature to be aware of in Godot 3.1.

Intro to VisualScript

In this tutorial, Guilherme helps you get started with Godot's visual scripting language, VisualScript.

GDQuest's GDScript Code Guidelines

Read our GDScript guidelines for robust code here.

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updates / code patches

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