> ## Documentation Index
> Fetch the complete documentation index at: https://mintlify.com/godotengine/godot/llms.txt
> Use this file to discover all available pages before exploring further.

# Installation

> Download and install Godot Engine on Windows, macOS, Linux, or compile from source

## Getting Godot Engine

Godot Engine is available as pre-built binaries for all major platforms, or you can compile it from source for custom builds and engine development.

<Info>
  Godot 4.7 is the current version. This guide covers installation for the latest stable release.
</Info>

## Download Pre-Built Binaries

The fastest way to get started is to download the official pre-built binaries.

<Tabs>
  <Tab title="Windows">
    ### Windows Installation

    **System Requirements:**

    * Windows 10 or later (64-bit)
    * OpenGL 3.3 / Vulkan 1.1 compatible GPU
    * 4 GB RAM minimum (8 GB recommended)

    **Installation Steps:**

    <Steps>
      <Step title="Download">
        1. Visit [godotengine.org/download](https://godotengine.org/download)
        2. Download the **Windows** version:
           * **Standard**: Godot Engine (most users)
           * **.NET**: Godot Engine with C# support
        3. Download as a `.zip` file
      </Step>

      <Step title="Extract">
        1. Right-click the downloaded `.zip` file
        2. Select **Extract All...**
        3. Choose a destination folder (e.g., `C:\Godot`)
        4. Click **Extract**
      </Step>

      <Step title="Run Godot">
        1. Navigate to the extracted folder
        2. Double-click `Godot_v4.7-stable_win64.exe` (or similar)
        3. The Godot Project Manager will open
      </Step>
    </Steps>

    <Tip>
      **Optional:** Create a desktop shortcut for easy access by right-clicking the `.exe` file and selecting **Send to > Desktop (create shortcut)**.
    </Tip>

    ### C# Support on Windows

    If you downloaded the **.NET version** for C# support:

    1. Install [.NET SDK 8.0](https://dotnet.microsoft.com/download) or later
    2. Verify installation: Open Command Prompt and run `dotnet --version`
    3. Launch Godot - C# support will be automatically detected

    <Warning>
      The .NET version requires the .NET SDK installed on your system. Make sure to download .NET SDK, not just the runtime.
    </Warning>
  </Tab>

  <Tab title="macOS">
    ### macOS Installation

    **System Requirements:**

    * macOS 10.13 (High Sierra) or later
    * Metal-compatible GPU (for best performance)
    * 4 GB RAM minimum (8 GB recommended)

    **Installation Steps:**

    <Steps>
      <Step title="Download">
        1. Visit [godotengine.org/download](https://godotengine.org/download)
        2. Download the **macOS** version:
           * Choose **Universal** build (Apple Silicon + Intel)
           * Standard or .NET (for C# support)
        3. Download as a `.zip` file
      </Step>

      <Step title="Install">
        1. Open the downloaded `.zip` file (macOS extracts automatically)
        2. Drag **Godot.app** to your **Applications** folder
        3. Eject the disk image if mounted
      </Step>

      <Step title="First Launch">
        1. Open **Finder** and go to **Applications**
        2. Right-click **Godot.app** and select **Open**
        3. Click **Open** in the security dialog (first launch only)
        4. The Godot Project Manager will open
      </Step>
    </Steps>

    <Note>
      macOS may block the app on first launch. Use **Right-click > Open** instead of double-clicking to bypass Gatekeeper.
    </Note>

    ### C# Support on macOS

    For C# scripting:

    1. Install [.NET SDK 8.0](https://dotnet.microsoft.com/download) or later
    2. Verify: Open Terminal and run `dotnet --version`
    3. Launch the .NET version of Godot
  </Tab>

  <Tab title="Linux">
    ### Linux Installation

    **System Requirements:**

    * Ubuntu 20.04, Fedora 36, Arch, or other recent distribution
    * X11 or Wayland display server
    * Vulkan or OpenGL 3.3 compatible GPU
    * 4 GB RAM minimum (8 GB recommended)
    * Dependencies: `pkg-config`, `libx11`, `libxrandr`, etc.

    **Installation Steps:**

    <Steps>
      <Step title="Download">
        1. Visit [godotengine.org/download](https://godotengine.org/download)
        2. Download the **Linux** version:
           * Choose your architecture (usually x86\_64)
           * Standard or .NET (for C# support)
        3. Download as a `.zip` file
      </Step>

      <Step title="Extract">
        ```bash theme={null}
        # Extract the archive
        unzip Godot_v4.7-stable_linux.x86_64.zip

        # Optional: Move to /opt
        sudo mv Godot_v4.7-stable_linux.x86_64 /opt/godot

        # Optional: Create symlink for easy access
        sudo ln -s /opt/godot/Godot_v4.7-stable_linux.x86_64 /usr/local/bin/godot
        ```
      </Step>

      <Step title="Run Godot">
        ```bash theme={null}
        # If you created the symlink:
        godot

        # Otherwise, run directly:
        ./Godot_v4.7-stable_linux.x86_64
        ```
      </Step>
    </Steps>

    ### Install Dependencies (if needed)

    Most modern distributions include required libraries. If you encounter issues:

    **Ubuntu/Debian:**

    ```bash theme={null}
    sudo apt update
    sudo apt install libxcursor1 libxinerama1 libxi6 libxrandr2 libgl1
    ```

    **Fedora:**

    ```bash theme={null}
    sudo dnf install libXcursor libXinerama libXi libXrandr mesa-libGL
    ```

    **Arch Linux:**

    ```bash theme={null}
    sudo pacman -S libxcursor libxinerama libxi libxrandr mesa
    ```

    ### C# Support on Linux

    For C# scripting:

    1. Install .NET SDK 8.0+:
       ```bash theme={null}
       # Ubuntu/Debian
       sudo apt install dotnet-sdk-8.0

       # Fedora
       sudo dnf install dotnet-sdk-8.0

       # Arch
       sudo pacman -S dotnet-sdk
       ```
    2. Verify: `dotnet --version`
    3. Run the .NET version of Godot
  </Tab>
</Tabs>

## Compile from Source

Compiling Godot from source allows you to:

* Customize engine features
* Contribute to engine development
* Build for specific platforms or architectures
* Access the latest development features

<Warning>
  Compiling from source requires programming knowledge and can take 30-60 minutes depending on your system.
</Warning>

### Prerequisites

<Tabs>
  <Tab title="Linux Build">
    **Required tools:**

    ```bash theme={null}
    # Ubuntu/Debian
    sudo apt install build-essential scons pkg-config libx11-dev \
      libxcursor-dev libxinerama-dev libgl1-mesa-dev libglu1-dev \
      libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev

    # Fedora
    sudo dnf install gcc-c++ scons pkgconfig libX11-devel libXcursor-devel \
      libXrandr-devel libXinerama-dev libXi-devel mesa-libGL-devel \
      alsa-lib-devel pulseaudio-libs-devel

    # Arch
    sudo pacman -S base-devel scons pkgconf libxcursor libxinerama \
      libxi libxrandr mesa glu alsa-lib pulseaudio
    ```

    **Python 3.9+ required** (usually pre-installed)
    **SCons 4.0+** (build system)
  </Tab>

  <Tab title="Windows Build">
    **Required tools:**

    1. **Visual Studio 2022** (Community edition is free):
       * Install "Desktop development with C++" workload
       * Or use MinGW-w64 with GCC

    2. **Python 3.9+**:
       * Download from [python.org](https://www.python.org/downloads/)
       * Check "Add Python to PATH" during installation

    3. **SCons**:
       ```cmd theme={null}
       pip install scons
       ```

    4. **Git** (optional, for cloning):
       * Download from [git-scm.com](https://git-scm.com/)
  </Tab>

  <Tab title="macOS Build">
    **Required tools:**

    1. **Xcode Command Line Tools**:
       ```bash theme={null}
       xcode-select --install
       ```

    2. **Python 3.9+** (usually pre-installed on macOS):
       ```bash theme={null}
       python3 --version
       ```

    3. **SCons**:
       ```bash theme={null}
       pip3 install scons
       ```

    4. **Homebrew** (optional, for dependencies):
       ```bash theme={null}
       /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
       ```
  </Tab>
</Tabs>

### Build Instructions

<Steps>
  <Step title="Clone the Repository">
    ```bash theme={null}
    git clone https://github.com/godotengine/godot.git
    cd godot
    git checkout 4.7-stable  # Or latest stable branch
    ```

    <Info>
      The Godot repository is about 1 GB. Clone depth can be limited with `--depth 1` for faster downloads.
    </Info>
  </Step>

  <Step title="Compile the Engine">
    Godot uses **SCons** as its build system. The main build file is `SConstruct` in the root directory.

    **Basic compilation:**

    <Tabs>
      <Tab title="Linux">
        ```bash theme={null}
        # Editor build (most common)
        scons platform=linuxbsd target=editor arch=x86_64 -j$(nproc)

        # Export template (for releasing games)
        scons platform=linuxbsd target=template_release arch=x86_64 -j$(nproc)
        ```

        **Build options:**

        * `platform=linuxbsd`: Target platform
        * `target=editor`: Build editor (or `template_release`, `template_debug`)
        * `arch=x86_64`: Architecture (or `x86_32`, `arm64`, `rv64`)
        * `-j$(nproc)`: Use all CPU cores for faster compilation

        <Tip>
          Use `use_llvm=yes` to compile with Clang instead of GCC:

          ```bash theme={null}
          scons platform=linuxbsd target=editor use_llvm=yes -j$(nproc)
          ```
        </Tip>
      </Tab>

      <Tab title="Windows">
        ```cmd theme={null}
        REM Editor build with Visual Studio
        scons platform=windows target=editor arch=x86_64 -j%NUMBER_OF_PROCESSORS%

        REM Export template
        scons platform=windows target=template_release arch=x86_64 -j%NUMBER_OF_PROCESSORS%
        ```

        **For MinGW:**

        ```bash theme={null}
        scons platform=windows target=editor use_mingw=yes -j$(nproc)
        ```
      </Tab>

      <Tab title="macOS">
        ```bash theme={null}
        # Universal binary (Apple Silicon + Intel)
        scons platform=macos target=editor arch=universal -j$(sysctl -n hw.ncpu)

        # Apple Silicon only
        scons platform=macos target=editor arch=arm64 -j$(sysctl -n hw.ncpu)

        # Intel only
        scons platform=macos target=editor arch=x86_64 -j$(sysctl -n hw.ncpu)
        ```
      </Tab>
    </Tabs>

    <Note>
      First-time compilation takes 30-60 minutes. Subsequent builds are much faster due to incremental compilation.
    </Note>
  </Step>

  <Step title="Locate the Binary">
    After compilation completes, the binary will be in the `bin/` directory:

    * **Linux**: `bin/godot.linuxbsd.editor.x86_64`
    * **Windows**: `bin/godot.windows.editor.x86_64.exe`
    * **macOS**: `bin/godot.macos.editor.universal`

    Run the editor:

    ```bash theme={null}
    ./bin/godot.linuxbsd.editor.x86_64
    ```
  </Step>

  <Step title="Optional: Build with C# Support">
    To compile with Mono/.NET support:

    1. Install .NET SDK 8.0+
    2. Add `module_mono_enabled=yes` to build command:
       ```bash theme={null}
       scons platform=linuxbsd target=editor module_mono_enabled=yes -j$(nproc)
       ```
    3. Generate C# glue code:
       ```bash theme={null}
       ./bin/godot.linuxbsd.editor.x86_64.mono --generate-mono-glue modules/mono/glue
       ```
    4. Rebuild:
       ```bash theme={null}
       scons platform=linuxbsd target=editor module_mono_enabled=yes -j$(nproc)
       ```
  </Step>
</Steps>

### Common Build Options

The SCons build system supports many options defined in `SConstruct`:

```bash theme={null}
# Development build with debug symbols
scons target=editor dev_build=yes -j$(nproc)

# Optimize for size instead of speed
scons target=template_release optimize=size -j$(nproc)

# Disable specific modules
scons module_webrtc_enabled=no module_websocket_enabled=no -j$(nproc)

# Use static linking (better portability on Linux)
scons platform=linuxbsd use_static_cpp=yes -j$(nproc)

# Build with sanitizers (for debugging)
scons use_asan=yes use_ubsan=yes -j$(nproc)
```

<Accordion title="Available Build Targets">
  * `target=editor`: Editor build (default)
  * `target=template_debug`: Debug export template
  * `target=template_release`: Release export template
</Accordion>

<Accordion title="Platform Options">
  * `platform=linuxbsd`: Linux/BSD systems
  * `platform=windows`: Windows
  * `platform=macos`: macOS
  * `platform=android`: Android
  * `platform=ios`: iOS
  * `platform=web`: Web (HTML5/WebAssembly)
</Accordion>

<Accordion title="Architecture Options">
  From `SConstruct` and platform detection:

  * `arch=x86_64`: 64-bit x86 (most common)
  * `arch=x86_32`: 32-bit x86
  * `arch=arm64`: 64-bit ARM (Apple Silicon, modern Android)
  * `arch=arm32`: 32-bit ARM
  * `arch=rv64`: RISC-V 64-bit
  * `arch=ppc64`: PowerPC 64-bit
  * `arch=loongarch64`: LoongArch 64-bit
  * `arch=universal`: Universal binary (macOS only - combines multiple architectures)
</Accordion>

## Verify Installation

After installation, verify Godot is working:

<Steps>
  <Step title="Launch Godot">
    Open the Godot application. You should see the **Project Manager**.
  </Step>

  <Step title="Check Version">
    The version number should appear at the top of the Project Manager:

    * **Godot Engine v4.7.stable** (or similar)
  </Step>

  <Step title="Test Project Creation">
    1. Click **New Project**
    2. Enter a name
    3. Click **Create & Edit**
    4. The editor should open successfully
  </Step>
</Steps>

## Next Steps

<CardGroup cols={2}>
  <Card title="Quickstart Tutorial" icon="rocket" href="/quickstart">
    Create your first game with our step-by-step guide.
  </Card>

  <Card title="Editor Interface" icon="window" href="/editor/interface">
    Learn the Godot editor interface and tools.
  </Card>

  <Card title="GDScript Basics" icon="code" href="/scripting/gdscript">
    Start writing game code with GDScript.
  </Card>

  <Card title="Export Templates" icon="box" href="/deployment/exporting">
    Learn how to export your games to different platforms.
  </Card>
</CardGroup>

## Troubleshooting

<Accordion title="Godot won't start on Linux">
  **Missing libraries:** Install required dependencies for your distribution (see Linux installation section above).

  **Graphics driver issues:** Ensure your GPU drivers support Vulkan or OpenGL 3.3+:

  ```bash theme={null}
  # Check Vulkan support
  vulkaninfo | grep deviceName

  # Check OpenGL version
  glxinfo | grep "OpenGL version"
  ```

  **Permission issues:** Make the binary executable:

  ```bash theme={null}
  chmod +x Godot_v4.7-stable_linux.x86_64
  ```
</Accordion>

<Accordion title="macOS security blocks Godot">
  macOS Gatekeeper may block unsigned applications:

  1. Right-click **Godot.app** in Finder
  2. Select **Open** (not double-click)
  3. Click **Open** in the security dialog

  Alternatively, allow in **System Preferences**:

  1. Go to **System Preferences > Security & Privacy**
  2. Click **Open Anyway** for Godot
</Accordion>

<Accordion title="C# support not detected">
  Ensure .NET SDK is properly installed:

  ```bash theme={null}
  # Check installation
  dotnet --version

  # Should output: 8.0.x or higher
  ```

  If not found, download and install the [.NET SDK](https://dotnet.microsoft.com/download).

  Restart Godot after installing .NET SDK.
</Accordion>

<Accordion title="Compilation errors">
  **SCons not found:**

  ```bash theme={null}
  pip install scons
  # Or: pip3 install scons
  ```

  **Python version too old:**

  ```bash theme={null}
  python --version  # Must be 3.9 or higher
  ```

  **Missing build tools:**

  * Linux: Install `build-essential` or equivalent
  * Windows: Install Visual Studio with C++ workload
  * macOS: Run `xcode-select --install`

  **Out of memory:** Reduce parallel jobs:

  ```bash theme={null}
  scons -j2  # Use only 2 cores instead of all
  ```
</Accordion>
