Dear ImGui is a popular library for rapidly building tools for debugging and development. This plugin allows you to use ImGui in Godot with C# (with the aid of ImGui.NET), C++, and GDScript.
After installing the plugin, usage is as simple as this:
public partial class MyNode : Node
{
public override void _Process(double delta)
{
ImGui.Begin("ImGui on Godot 4");
ImGui.Text("hello world");
ImGui.End();
}
}
extends Node
func _process(delta):
ImGui.Begin("My Window")
ImGui.Text("hello from GDScript")
ImGui.End()
If you only need C# support with basic features, you can use the csharp-only
package. Otherwise,
download the full package which includes GDExtension binaries.
You can also find Dear ImGui for Godot in the Asset Library.
Create a project and, if you haven't already added some C# code, use Project > Tools > C# > Create C# solution
.
Install the plugin by copying over the addons
folder. Or use GodotEnv.
In Visual Studio or another IDE, open the solution and allow unsafe code, and install ImGui.NET
with NuGet. Set your target framework to .NET 8 or later. Save and return to Godot.
(If you prefer to manually edit the .csproj instead, refer to the demo csproj for the necessary modifications.)
[!IMPORTANT] If you are using the GDExtension, you must use a version of ImGui.NET which matches the version that the GDExtension was built with.
Back in the Godot editor, click Build
.
Enable the plugin in Project > Project Settings > Plugins
.
Install the plugin by copying over the addons
folder from the full package which includes
the GDExtension.
Enable the plugin in Project > Project Settings > Plugins
.
In any Node's _Process
method, use ImGuiNET
to create your GUI. Just don't set the ProcessPriority
in any of your Nodes to either int.MinValue
or int.MaxValue
.
You can also connect to the imgui_layout
signal, and use ImGui in the method which handles that signal. This is strongly recommended if you're using process thread groups in Godot 4.1 or later.
ImGuiGD.Connect(OnImGuiLayout);
If you want to customize fonts or other settings, create an ImGuiConfig
resource, then go to
Project > Project Settings > Addons > Imgui
and set the Config
resource path.
These methods should only be called within _Process
or an imgui_layout
callback.
Image
and ImageButton
are simple wrappers for your convenience.
SubViewport
displays an interactive viewport which receives input events. Be sure to change your SubViewport's Update Mode
to Always.
This is the rest of the public API. You typically won't need to call any of these methods directly.
That's about it. Everything else is provided by ImGui itself, via ImGui.NET.
See the wiki page Export for details about exporting without ImGui, such as for release builds or for mobile platforms.
There are several example projects showing off different features. GdsGameProject and CSharpGameProject try to demonstrate "best practices", particularly for setting up a typical project for export.
If you only need C# support (no GDExtension), you can use GodotEnv to install and update imgui-godot. The configuration should be something like:
{
"addons": {
"imgui-godot": {
"url": "https://github.com/pkdawson/imgui-godot",
"checkout": "6.x",
"subfolder": "addons/imgui-godot"
}
}
}
Code written by Patrick Dawson and contributors, released under the MIT license
Godot Logo (C) Andrea Calabró, distributed under the terms of the Creative Commons Attribution 4.0 International License (CC-BY-4.0 International) https://creativecommons.org/licenses/by/4.0/
Hack font distributed under the MIT license
M PLUS 2 font licensed under the SIL Open Font License, Version 1.1.
3D scene demo borrowed from godot-demo-projects
This plugin's functionality relies heavily on ImGui.NET by Eric Mellino