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Godot Engine 4.3 will have official Wayland support

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2024 is clearly the year of Wayland on the desktop, and now Godot Engine will have official Wayland support with an upcoming new release.

The work spearheaded by contributor Riteo was merged into the main code of Godot Engine ~19 hours ago, so it's set for the Godot 4.3 release that will happen later this year. The latest Godot release is 4.2.1, with 4.3 getting a second development snapshot release back in early January.

Godot creator Juan Linietsky posted on X (formerly Twitter):

Quote from the picture: "Finally, I'm happy that Godot 4.3 will officially support Wayland! Incredible work by Riteo! The new DisplayServer in Godot 4.0 allows dynamically selecting the backend too!"

Why is this work important? Current Godot games run on Wayland thanks to XWayland, this removes the need for it since the games could run through Wayland directly and it gives Godot access to more Wayland features for advanced window management, and hopefully removing any quirks from games being run via XWayland.

Article taken from GamingOnLinux.com.
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9 comments

a0kami Jan 31
Wayland support already ? Wow, that's nice
is this wayland support just for the games or does it also including running the game designer on wayland?
Quoting: silverhikariis this wayland support just for the games or does it also including running the game designer on wayland?

The Godot editor is made in Godot itself, so I would assume the support applies to it too.
sonic2kk Jan 31
Quoting: a0kamiWayland support already ? Wow, that's nice

This specific PR has been in the works for two years (GodotEngine/Godot#57025 was the initial PR, and a separate PR containing the same code changes + PR feedback was made at GodotEngine/Godot#86180 with squashed commits and rebased against master), but there have been attempts to implement Wayland support into Godot as far back as Godot 3.x in 2019 with GodotEngine/Godot#27463.
elmapul Feb 1
" allows dynamically selecting the backend too"
that means switch between openGL and vulkan without rebooting godot and the godot game/app ?
Great to see godot keep improving
MayeulC Feb 1
Quoting: elmapul" allows dynamically selecting the backend too"
that means switch between openGL and vulkan without rebooting godot and the godot game/app ?

I imagine. In theory that means the engine should also be able to survive a Wayland compositor restart, or in theory dynamically selecting the Wayland display (Wayland socket). That would be awesome :)
a0kami Feb 1
Quoting: sonic2kkThis specific PR has been in the works for two years (GodotEngine/Godot#57025 was the initial PR, and a separate PR containing the same code changes + PR feedback was made at GodotEngine/Godot#86180 with squashed commits and rebased against master), but there have been attempts to implement Wayland support into Godot as far back as Godot 3.x in 2019 with GodotEngine/Godot#27463.

Thanks for the insight!
Calinou Feb 1
Note that right now, you have to enable the Prefer Wayland editor setting for native Wayland support to be used. Otherwise, XWayland will be used until native Wayland support is further tested and polished.

Exported projects will also use XWayland by default until native Wayland is made the default, but you can use the --display-driver wayland command line argument to force it if the game was exported with Godot 4.3.dev3 or later. --display-driver x11 also works to force X11 (and therefore XWayland).

I briefly tested Godot on Wayland on NVIDIA 545.29.06 and it worked pretty well for basic editor usage, although single-window mode is currently forced as multiple window support still needs to be figured out on the Wayland backend.


Last edited by Calinou on 1 February 2024 at 6:57 pm UTC
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