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Getting Started
Introduction
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Editor scripts: UI
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Refactoring
Styling
Core Concepts
Building blocks
Addressing
Message passing
Application lifecycle
Assets and Resources
Importing assets
Caching assets
Importing 2D graphics
Importing 3D models
Adapting to different screen sizes
Live update
Atlas
Buffer
Font
Resource management
Tile source
Texture filtering
Texture compression
Animations
Overview
Flipbook Animation
Model animation
Property animation (tweens)
Rive animation
Spine animation
Components
Overview
Collection factory
Collection proxy
Collision object
Camera
Factory
Label
Mesh
Model
Particle FX
Rive
Sound
Spine
Sprite
Tilemap
GUI
GUI overview
Box nodes
Text nodes
Pie nodes
Spine nodes
ParticleFX nodes
Template nodes
Scripts
Clipping
Layouts
Physics
Physics overview
Collision objects
Collision shapes
Collision groups
Collision messages
Collision events listener
Resolving collisions
Ray casts
Joints and constraints
Sound
Sound
FMOD
Input
Overview
Key and text input
Mouse and touch
Gamepads
Game logic
Scripts
Properties
Script properties
Lua in Defold
Source code obfuscation
Modules
Debugging
Writing code
Files
Working with files
Network Connections
Overview
HTTP Requests
Socket connections
WebSocket connections
Online services
Rendering
Render
Material
Compute
Shader
Texture filtering
Workflow
Application security
Bundling an application
Caching assets
Command line tools
Hot reloading
Porting guidelines
Refactoring
The mobile dev app
Version control
Writing code
Working offline
Debugging
Debugging game logic
Debugging native code
Debugging native code on Android
Debugging native code on iOS
Reading game and system logs
Optimization
Optimizing an application
Profiling
Monetization
Ads
In-app purchases
Android
Introduction
Advertising Info
AdMob ads
App review and ratings
Camera
Facebook
Firebase Analytics
Firebase Remote Config
Google Play Game Services
Google Play Instant
Inter-app communication
IronSource ad mediation
Push notifications
Safe Area
Webview
The mobile dev app
iOS
Introduction
Advertising Info
AdMob ads
App review and ratings
Camera
Facebook
Firebase Analytics
Firebase Remote Config
Inter-app communication
IronSource ad mediation
Push notifications
Safe Area
Webview
The mobile dev app
Consoles
Nintendo Switch
PlayStation®4
PlayStation®5
Microsoft Xbox
HTML5
Introduction
Facebook
Facebook Instant Games
Poki
Desktop
Linux
macOS
Windows
Engine extensions
Introduction
Defold SDK
Adding auto-complete definition
Best Practices
Debugging
Extension Manifests
App Manifests
Manifest Merging
The Lua C API (external)
Setup local build server
Getting Started
- Introduction
- Installing Defold
- Glossary
- Defold for Flash users
- Getting help
Project Setup
- Creating a project
- Project settings
- Sharing projects
Editor
- Overview
- Code editor
- Custom project templates
- Editor scripts
- Editor scripts: UI
- Debugger
- Keyboard shortcuts
- Preferences
- Refactoring
- Styling
Core Concepts
- Building blocks
- Addressing
- Message passing
- Application lifecycle
Assets and Resources
- Importing assets
- Caching assets
- Importing 2D graphics
- Importing 3D models
- Adapting to different screen sizes
- Live update
- Atlas
- Buffer
- Font
- Resource management
- Tile source
- Texture filtering
- Texture compression
Animations
- Overview
- Flipbook Animation
- Model animation
- Property animation (tweens)
- Rive animation
- Spine animation
Components
- Overview
- Collection factory
- Collection proxy
- Collision object
- Camera
- Factory
- Label
- Mesh
- Model
- Particle FX
- Rive
- Sound
- Spine
- Sprite
- Tilemap
GUI
- GUI overview
- Box nodes
- Text nodes
- Pie nodes
- Spine nodes
- ParticleFX nodes
- Template nodes
- Scripts
- Clipping
- Layouts
Physics
- Physics overview
- Collision objects
- Collision shapes
- Collision groups
- Collision messages
- Collision events listener
- Resolving collisions
- Ray casts
- Joints and constraints
Sound
- Sound
- FMOD
Input
- Overview
- Key and text input
- Mouse and touch
- Gamepads
Game logic
- Scripts
- Properties
- Script properties
- Lua in Defold
- Source code obfuscation
- Modules
- Debugging
- Writing code
Files
- Working with files
Network Connections
- Overview
- HTTP Requests
- Socket connections
- WebSocket connections
- Online services
Rendering
- Render
- Material
- Compute
- Shader
- Texture filtering
Workflow
- Application security
- Bundling an application
- Caching assets
- Command line tools
- Hot reloading
- Porting guidelines
- Refactoring
- The mobile dev app
- Version control
- Writing code
- Working offline
Debugging
- Debugging game logic
- Debugging native code
- Debugging native code on Android
- Debugging native code on iOS
- Reading game and system logs
Optimization
- Optimizing an application
- Profiling
Monetization
- Ads
- In-app purchases
Android
- Introduction
- Advertising Info
- AdMob ads
- App review and ratings
- Camera
- Facebook
- Firebase Analytics
- Firebase Remote Config
- Google Play Game Services
- Google Play Instant
- Inter-app communication
- IronSource ad mediation
- Push notifications
- Safe Area
- Webview
- The mobile dev app
iOS
- Introduction
- Advertising Info
- AdMob ads
- App review and ratings
- Camera
- Facebook
- Firebase Analytics
- Firebase Remote Config
- Inter-app communication
- IronSource ad mediation
- Push notifications
- Safe Area
- Webview
- The mobile dev app
Consoles
- Nintendo Switch
- PlayStation®4
- PlayStation®5
- Microsoft Xbox
HTML5
- Introduction
- Facebook
- Facebook Instant Games
- Poki
Desktop
- Linux
- macOS
- Windows
Engine extensions
- Introduction
- Defold SDK
- Adding auto-complete definition
- Best Practices
- Debugging
- Extension Manifests
- App Manifests
- Manifest Merging
- The Lua C API (external)
- Setup local build server
Deprecated manual!
Read more about
how to import and use 2D graphics here
Read more about
texture filtering
Read more about
materials
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English
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Νεοελληνική γλώσσα (Greek)
Italiano (Italian)
Język polski (Polish)
Português (Portuguese)
Русский (Russian)
Українська (Ukranian)
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