Free and open source 2D and 3D game engine for macOS

Godot Engine for Mac

Godot Engine for Mac

  -  159 MB  -  Open Source
Godot Engine for Mac is an advanced, feature-packed, multi-platform 2D and 3D open source game engine for macOS! Godot for Mac provides a huge set of common tools, so you can just focus on making your game without reinventing the wheel.

Godot Engine for macOS is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. Your game is yours, down to the last line of engine code.

Features and Highlights

Extremely efficient paradigm for designing games
  • Visual editor, full of mature tools.
  • Uncluttered UI, with context-sensitive editors.
  • Amazing scene system, supporting instancing and inheritance.
  • Friendly content creation interfaces for artists, level designers, animators, …
  • Visual shader editing for 2D and 3D.
  • Persistent live editing (changes are not lost after stopping the game). Live to edit on mobile devices!
Create any kind of complex 2D games
  • Fully dedicated 2D engine, no hacks.
  • Work in pixels as your units, but scale to any screen size and ratio.
  • Custom 2D physics engine that works in pixel coordinates.
  • Flexible kinematic controller for collision without physics.
  • Blit 3D models as sprites into 2D.
Create great-looking 3D games
  • Import 3D models from 3DS Max, Maya, Blender, and more with full animation.
  • Skeleton deforms and blend shapes.
  • Several light types, with shadow mapping.
  • Render with HDR, anti-aliasing and linear color modes.
  • Post-process fog, glow, bloom, color adjustment, …
  • Support for Physically-Based Rendering planned for the end of 2016.
Most flexible animation system for games
  • Animate 2D or 3D. Visual animation editor with the timeline.
  • Frame-based or cut-out animation for sprites and rigs.
  • Any property of any object can be animated, even function calls.
  • Use custom transition curves and tweens.
  • Helpers to animate 2D rigs, with skeletons and IK.
  • Efficient optimizer to pack imported 3D animations.
  • Animation Tree support for fluid character animation.
Add behaviors to objects with built-in scripting
  • Python-like scripting language, designed to make games with zero hassle.
  • Built-in editor with syntax highlighting, real-time parser and code completion.
  • Powerful integrated debugger and profilers. It can debug a game running on mobile devices.
  • Integrated class documentation browser.
  • Friendly C++ API to optimize parts of the game or extend any part of the engine.
Deploy games everywhere!
  • Mobile platforms: iOS, Android, BlackBerry OS
  • Desktop platforms: Windows, OS X, Linux, *BSD, Haiku
  • Web Platforms: HTML5 (via Emscripten)
  • One-click deploy & export to most platforms. Easy to create custom builds too.
How to Use

Open the DMG file and drag Godot to Applications

Launch Godot from the Applications folder

Create a new project or open an existing one

Choose a renderer (Forward+, Compatibility, etc.)

Use the scene editor to design game levels

Add nodes and scripts using GDScript or C#

Test your game with the play button

Export game using the Export dialog

Install Xcode command line tools for macOS export

System Requirements
  • macOS 10.13 High Sierra or later
  • 64-bit Intel or Apple Silicon (ARM) processor
  • OpenGL 3.3 / Metal compatible GPU
  • Minimum 4 GB RAM (8 GB recommended)
  • At least 500 MB of available disk space
PROS
  • Free and open source
  • Lightweight and fast
  • Built-in scripting language
  • Flexible scene system
  • Export to many platforms
CONS
  • Smaller community than Unity
  • Fewer learning resources
  • Limited 3D features
  • No official C++ API
  • Requires manual export setup
Also Available: Download Godot Engine for Windows

Why is this app published on FileHorse? (More info)
  • Godot Engine 4.7.1 Screenshots

    The images below have been resized. Click on them to view the screenshots in full size.

    Godot Engine 4.7.1 Screenshot 1

What's new in this version:

2D:
- Improve 2D editor dropping code

3D:
- Fix GridMap editor cursor starting at the wrong position
- Fix MeshLibrary editor not properly handling read-only libs
- Fix closed Curve3D first/last point missing in/out control point

Animation:
- Make animation folding access cfg only at save/load project time
- Fix Abort on Reset functionality in AnimationNodeOneShot

Assetlib:
- Fix asset store zoom mode crash in project manager
- Set the Asset Store's default sorting to highest scored

Audio:
- Add missing mutex unlock in AudioDriverPulseAudio in error state

Buildsystem:
- Fix some classes being incorrectly marked as 100% documented in doc_status.py
- Vulkan: Fix build with use_volk=no
- Add missing components to the pkg-config for system HarfBuzz
- Update macOS/iOS min. versions in plist and exporter

Core:
- Do not inline new operators
- Cherry-picks for the 4.7 branch (future 4.7.1) - 1st batch
- Cherry-picks for the 4.7 branch (future 4.7.1) - 3rd batch
- Fix MSVC compilation with Tracy

Documentation:
- Update doc for OptionButton.fit_to_longest_item

Editor:
- Fix debugger call stack not selecting nodes in remote scene tree
- Guard against non-main-thread emission of EditorFileSystem changed signal
- Make Instant Preview work for first selection after being enabled
- Fix new resource locked when created via editable children in inspector
- Wrap Long Project Title
- Fix possible freeze when running project with floating script editor
- Fix ownership issues when pasting as replacement
- Clean Up x position calcuation of the AudioStream filename in the Inspector
- Don't edit current object after changing scene
- Fix broken icons when moving the FileSystem dock to the bottom
- Fix .godot file icon saturation in editor file dialogs
- Fix context menu not opening favorite sections in Editor Inspector
- Fix scene tab titles not updating on language change
- Fix "Remove" button in MeshLibrary editor being enabled when it shouldn't
- Fix scene not requesting save for Load as Placeholder
- Fix crash in Project Settings when an autoload has been freed
- Fix incorrect non-unique resource indicator
- Fix EditorContextMenuPluginManager crash in Project Manager

Export:
- Fix incorrect per-instance shader parameters when exporting in headless mode

GDExtension:
- Avoid transient null virtual method store during lazy init

GUI:
- Fix SpinBox not calling base Range:_value_changed
- Range: Don't use min for snap offset when it's too big
- Make the OptionButton match the width of the pop-up menu
- Fix Tree item edit canceled instantly on scroll
- TextServer: Fix some emoji sequences with skin tone modifier not rendered correctly
- RTL: Improve img= and font= tags parsing
- Fix BoxContainer not using get_bound_minimum_size when calculating layout
- Fix growth directions not being respected when resizing Control nodes
- Add empty icons for file dialog menu to the default theme
- Fix scene tree drag-n-drop regression on touchscreens
- Fix visual glitch with connections lines in GraphEdit
- Fix issues in some Container types related to maximum size

Fix crash in Tree:_get_item_focus_rect
- Set SpinBox's internal node's use_parent_material to true
- Don't automatically open virtual keyboard when popup menu shows

Import:
- GLTF: Use p_state parameter directly
- GLTF: Fix compressed image names being empty during export
- Fix extracting materials without a per-material override
- Fix crash in GLTFNode.get_scene_node_path

Input:
- Fix backspace being unable to delete pre-existing text in any input field when using a soft keyboard on Android
- Android: Fix EditorSettings not instantiated error when running game
- Fix Tree node mouse dragging regression on touchscreens

Navigation:
- Fix navigation agents unconditionally getting added to avoidance simulation after pause resume

Network:
- Set inited=false on CookieContextMbedTLS:clear to avoid accidental double destruction
- mbedtls: Update to 3.6.7

Physics:
- Fix crash when clicking via the Game view API created collisions
- Fix crash when assigning more than 2047 MiB to Jolt temp buffer

Platforms:
- Fix crash in org.godotengine.godot.GodotActivity.updatePiPParams

Rendering:
- Fix flickering lighting on mesh-instances with non-uniform scale
- Seek past skipped shader variant payloads to avoid reading incorrect data
- Fix previous transform getting remembered for 2 frames after the instance stops moving
- Zero out the memory of disabled directional lights
- Vulkan: Silence loader warning about incompatible drivers
- Fix hint_default_transparent used with sampler2DArray
- Metal: Fix buffer overrun
- Fix orthographic camera directional shadow culling

Shaders:
- Suppress warning about missing mesh tangents if TANGENT is assigned in the shader

Tests:
- Crypto: Add tests for AESContext
- Crypto: Add sign/verify and encrypt/decrypt tests

Thirdparty:
- meshoptimizer: Update to 1.1.1