this post was submitted on 23 Jun 2025
64 points (98.5% liked)
Godot
6781 readers
87 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- !inat@programming.dev
- !play_my_game@programming.dev
- !destroy_my_game@programming.dev
- !voxel_dev@programming.dev
- !roguelikedev@programming.dev
- !game_design@programming.dev
- !gamedev@programming.dev
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Yes, but i dont want to use them. I want an integrated terrain editor like what Unreal has. Their philosophy is to make everything optional as an addon to keep Godot lightweight. But there's no reason they couldn't integrate a terrain editor as a plugin you can turn on and off directly in the Godot settings.
Currently, you have to go find a 3rd party addon, install it. And try to use it. There are zero guarantees that any of it will function correctly.
I want an officially supported addon that is integrated enough with Godot to be turned on and off through a menu, even if it requires restarting the editor to use it. (That's how Unreal does a lot of plugins) They are officially supported, but not enabled or in a build unless you check a box and restart the editor.