Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
CharacterBody2D: input and obstacle collisions.
Separate geometry edges, texture filtering and MSAA limits in Compatibility and Vulkan.
Place a child at the intended point despite parent rotation and camera movement.
Convert points through scale, camera, input and HUD spaces without double offsets.
Build a small complete C# prototype with movement, collisions, scoring and another round.
PointLight2D, an occluder and concrete checks for missing light or shadows.
Build an ArrayMesh and display it through MeshInstance2D without an external model.
From a route model to physics movement and goal validation.
Two complete depth layers with a correct repeat period and coverage that adapts to window size.
Separate emitter, simulation and drawing settings and configure conservative effect bounds.
A complete example covering emission control, restart and simulation space.
A 2D frame-based sprite with its own playback cursor.
Build SpriteFrames and distinguish pause, stop, looping and playback speed.
Path search on an explicit graph of 2D points with directed edges and entry weights.
Path search on a rectangular grid with obstacles, diagonal policies and cell weights.
Camera node for 2D scenes.
Merges several 2D nodes into a single draw operation.
Abstract base class for everything in 2D space.
A node used for independent rendering of objects within a 2D scene.
Separate HUD and world rendering and understand why ZIndex cannot replace a canvas layer.
A node that applies a color tint to a canvas.
Cubic Bezier segments and a 2D distance cache.
Draw a marker, redraw when its data changes and apply the correct transform.
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and skew.
News, source code and a direct line to the team.