When a soft keyboard's backspace sends KEYCODE_DEL via sendKeyEvent(), GodotEditText.onKeyDown() delegates to super.onKeyDown() which modifies the EditText's Editable, triggering beforeTextChanged() in GodotTextInputWrapper, which then forwards KEYCODE_DEL to the engine. However, the EditText is only seeded with text up to the cursor position (mOriginText) when the keyboard opens. Once the user backspaces through all of that content, the EditText becomes empty. At that point, super.onKeyDown(KEYCODE_DEL) on an empty EditText makes no change to the Editable, so beforeTextChanged() never fires and the engine receives no DEL event — even though the engine's own buffer still has text before the cursor. This causes a visible bug: the user can delete characters they typed in the current session, but backspacing further into pre-existing text does nothing. Re-tapping the field fixes it temporarily because showKeyboard() is called again, reseeding the EditText with the current text and cursor position. Fixed this by forwarding KEYCODE_DEL directly to the engine when the EditText is empty, bypassing the TextWatcher path that can't fire in that state. This produces no double events since beforeTextChanged() is physically unable to fire on an empty field. Move DEL release event from onKeyDown to onKeyUp
Godot Engine
2D and 3D cross-platform game engine
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Free, open source and community-driven
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Godot Foundation not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur for several years as an in-house engine, used to publish several work-for-hire titles.
Getting the engine
Binary downloads
Official binaries for the Godot editor and the export templates can be found on the Godot website.
Compiling from source
See the official docs for compilation instructions for every supported platform.
Community and contributing
Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.
The best way to get in touch with the core engine developers is to join the Godot Contributors Chat.
To get started contributing to the project, see the contributing guide. This document also includes guidelines for reporting bugs.
Documentation and demos
The official documentation is hosted on Read the Docs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from the Godot editor.
We also maintain official demos in their own GitHub repository as well as a list of awesome Godot community resources.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more information.
