Dear ImGui is a popular library for rapidly building tools for debugging and development. This plugin, with the aid of ImGui.NET, allows you to use ImGui in Godot with C#.
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();
}
}
Download
-
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. Save and return to Godot.(If you prefer to manually edit the .csproj instead, refer to the demo csproj for the necessary modifications.)
-
Back in the Godot editor, click
Build
. -
Enable the plugin in
Project > Project Settings > Plugins
. -
Write code!
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 ImGuiLayout
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.
ImGuiLayer.Connect(OnImGuiLayout);
If you want to customize fonts or other settings, create an ImGuiConfig
resource, then open the scene res://addons/imgui-godot/ImGuiLayer.tscn
and set its Config
property.
These methods should only be called within _Process
or an ImGuiLayout
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.
ImGui.NET does not support iOS or Android, so all ImGui related code should be conditionally disabled if you want to export for these platforms. For example:
#if !GODOT_MOBILE
ImGui.Begin("my window");
// ...
ImGui.End();
#endif
GodotEnv is a dotnet tool that can manage Godot addons with just a little configuration. Use something like:
{
"addons": {
"imgui-godot": {
"url": "https://github.com/pkdawson/imgui-godot",
"checkout": "4.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.
This plugin's functionality relies heavily on ImGui.NET by Eric Mellino