Part 6

Part Overview

In this part we’re going to add a main menu and pause menu, add a respawn system for the player, and change/move the sound system so we can use it from any script.

This is the last part of the FPS tutorial, by the end of this you will have a solid base to build amazing FPS games with Godot!



You are assumed to have finished Part 5 before moving on to this part of the tutorial.

The finished project from Part 4 will be the starting project for part 6

Let’s get started!

Adding the main menu

First, open up Main_Menu.tscn and take a look at how the scene is set up.

The main menu is broken up into three different panels, each representing a different ‘screen’ of our main menu.


The Background_Animation node is just so the background of the menu is a bit more interesting than a solid color. It’s a camera looking around the skybox, nothing fancy.

Feel free to expand all of the nodes and see how their set up. Remember to keep only Start_Menu visible when you’re done, as that’s the screen we want to show first when we enter the main menu.

Select Main_Menu (the root node) and create a new script called Add the following:

extends Control

var start_menu
var level_select_menu
var options_menu

export (String, FILE) var testing_area_scene
export (String, FILE) var space_level_scene
export (String, FILE) var ruins_level_scene

func _ready():
    start_menu = $Start_Menu
    level_select_menu = $Level_Select_Menu
    options_menu = $Options_Menu

    $Start_Menu/Button_Start.connect("pressed", self, "start_menu_button_pressed", ["start"])
    $Start_Menu/Button_Open_Godot.connect("pressed", self, "start_menu_button_pressed", ["open_godot"])
    $Start_Menu/Button_Options.connect("pressed", self, "start_menu_button_pressed", ["options"])
    $Start_Menu/Button_Quit.connect("pressed", self, "start_menu_button_pressed", ["quit"])

    $Level_Select_Menu/Button_Back.connect("pressed", self, "level_select_menu_button_pressed", ["back"])
    $Level_Select_Menu/Button_Level_Testing_Area.connect("pressed", self, "level_select_menu_button_pressed", ["testing_scene"])
    $Level_Select_Menu/Button_Level_Space.connect("pressed", self, "level_select_menu_button_pressed", ["space_level"])
    $Level_Select_Menu/Button_Level_Ruins.connect("pressed", self, "level_select_menu_button_pressed", ["ruins_level"])

    $Options_Menu/Button_Back.connect("pressed", self, "options_menu_button_pressed", ["back"])
    $Options_Menu/Button_Fullscreen.connect("pressed", self, "options_menu_button_pressed", ["fullscreen"])
    $Options_Menu/Check_Button_VSync.connect("pressed", self, "options_menu_button_pressed", ["vsync"])
    $Options_Menu/Check_Button_Debug.connect("pressed", self, "options_menu_button_pressed", ["debug"])


    var globals = get_node("/root/Globals")
    $Options_Menu/HSlider_Mouse_Sensitivity.value = globals.mouse_sensitivity
    $Options_Menu/HSlider_Joypad_Sensitivity.value = globals.joypad_sensitivity

func start_menu_button_pressed(button_name):
    if button_name == "start":
        level_select_menu.visible = true
        start_menu.visible = false
    elif button_name == "open_godot":
    elif button_name == "options":
        options_menu.visible = true
        start_menu.visible = false
    elif button_name == "quit":

func level_select_menu_button_pressed(button_name):
    if button_name == "back":
        start_menu.visible = true
        level_select_menu.visible = false
    elif button_name == "testing_scene":
    elif button_name == "space_level":
    elif button_name == "ruins_level":

func options_menu_button_pressed(button_name):
    if button_name == "back":
        start_menu.visible = true
        options_menu.visible = false
    elif button_name == "fullscreen":
        OS.window_fullscreen = !OS.window_fullscreen
    elif button_name == "vsync":
        OS.vsync_enabled = $Options_Menu/Check_Button_VSync.pressed
    elif button_name == "debug":

func set_mouse_and_joypad_sensitivity():
    var globals = get_node("/root/Globals")
    globals.mouse_sensitivity = $Options_Menu/HSlider_Mouse_Sensitivity.value
    globals.joypad_sensitivity = $Options_Menu/HSlider_Joypad_Sensitivity.value

Most of the code here relates to making UIs, which is outside of the purpose of this tutorial series. We’re only going to look at the UI related code briefly.


See Design a title screen and the tutorials following for better ways to make GUIs and UIs!

Let’s look at the global variables first.

  • start_menu: A variable to hold the Start_Menu Panel.
  • level_select_menu: A variable to hold the Level_Select_Menu Panel.
  • options_menu: A variable to hold the Options_Menu Panel.
  • testing_area_scene: The path to the Testing_Area.tscn file, so we can change to it from this scene.
  • space_level_scene: The path to the Space_Level.tscn file, so we can change to it from this scene.
  • ruins_level_scene: The path to the Ruins_Level.tscn file, so we can change to it from this scene.


You’ll have to set the paths to the correct files in the editor before testing this script! Otherwise it will not work!

Now let’s go over _ready

First we get all of the Panel nodes and assign them to the proper variables.

Next we connect all of the buttons pressed signals to their respective [panel_name_here]_button_pressed functions.

We then set the mouse mode to MOUSE_MODE_VISIBLE to ensure whenever we return to this scene our mouse will be visible.

Then we get a singleton, called Globals. We then set the values for the HSlider nodes so their values line up with the mouse and joypad sensitivity in the singleton.


We have not made the Globals singleton yet, so don’t worry! We’re going to make it soon!

In start_menu_pressed, we check to see which button is pressed.

Based on the button pressed, we either change the currently visible panel, quit the application, or open the Godot engine website.

In level_select_menu_button_pressed, we check to see which button is pressed.

If the back button has been pressed, we change the currently visible panels so we return to the main menu.

If one of the scene changing buttons are pressed, we fist call set_mouse_and_joypad_sensitivity so our singleton has the values from the HSlider nodes. Then we tell the singleton to change nodes using it’s load_new_scene function, passing in the file path of the scene we’re wanting to change to.


Don’t worry about the singleton, we’ll get there soon!

In options_menu_button_pressed, we check to see which button is pressed.

If the back button has been pressed, we change the currently visible panels so we return to the main menu.

If the fullscreen button is pressed we toggle the OS’s full screen mode by setting it to the flipped version of it’s current value.

If the vsync button is pressed we set the OS’s Vsync based on the state of the Vsync check button.

Finally, lets take a look at set_mouse_and_joypad_sensitivity.

First we get the Globals singleton and assign it to a local variable.

We then set the mouse_sensitivity and joypad_sensitvity variables to the values in their respective HSlider node counterparts.

Making the Globals singleton

Now, for this all to work we need to create the Globals singleton. Make a new script in the Script tab and call it

Add the following to

extends Node

var mouse_sensitivity = 0.08
var joypad_sensitivity = 2

func _ready():

func load_new_scene(new_scene_path):

As you can see, it’s quite small and simple. As this part progresses we will keeping adding complexities to, but for now all it is doing is holding two variables for us, and abstracting how we change scenes.

  • mouse_sensitivity: The current sensitivity for our mouse, so we can load it in
  • joypad_sensitivity: The current sensitivity for our joypad, so we can load it in

Right now all we’re using for is a way to carry variables across scenes. Because the sensitivity for our mouse and joypad are stored in, any changes we make in one scene (like Main_Menu) effect the sensitivity for our player.

All we’re doing in load_new_scene is calling SceneTree’s change_scene function, passing in the scene path given in load_new_scene.

That’s all of the code needed for right now! Before we can test the main menu, we first need to set as an autoload script.

Open up the project settings and click the AutoLoad tab.


Then select the path to in the Path field by clicking the button beside it. Make sure the name in the Node Name field is Globals. If you have everything like the picture above, then press Add!

This will make a singleton/autoload script, which will allow us to access it from anywhere in any scene.


For more information on singleton/autoload scripts, see Singletons (AutoLoad).

Now that is a singleton/autoload script, you can test the main menu!

You may also want to change the main scene from Testing_Area.tscn to Main_Menu.tscn so when we export the game we start at the main menu. You can do this through the project settings, under the General tab. Then in the Application category, click the Run subcategory and you can change the main scene by changing the value in Main Scene.


You’ll have to set the paths to the correct files in Main_Menu in the editor before testing the main menu! Otherwise you will not be able to change scenes from the level select menu/screen.

Adding the debug menu

Now let’s add a simple debugging scene so we can track things like FPS in game. Open up Debug_Display.tscn.

You can see it’s a Panel positioned in the top right corner of the screen. It has three Labels, one for displaying the FPS the game is running at, one for showing what OS the game is running on, and a label for showing the Godot version the game is running with.

Let’s add the code needed to fill these Labels. Select Debug_Display and create a new script called Add the following:

extends Control

func _ready():
    $OS_Label.text = "OS:" + OS.get_name()
    $Engine_Label.text = "Godot version:" + Engine.get_version_info()["string"]

func _process(delta):
    $FPS_Label.text = "FPS:" + str(Engine.get_frames_per_second())

Let’s go over what this script does.

In _ready we set the OS_Label’s text to the name provided in OS using the get_name function. This will return the name of the OS (or Operating System) that Godot was compiled for. For example, when you are running Windows it will return Windows, while when you are running Linux it will return X11.

Then we set the Engine_Label’s text to the version info provided by Engine.get_version_info. Engine.get_version_info returns a dictionary full of useful information about the version Godot is currently running with. We only care for the string version for the purposes of this display, so we get the string and assign that as the text in Engine_Label. See Engine for more information on the values get_version_info returns.

In _process we set the text of the FPS_Label to Engine.get_frames_per_second, but because get_frames_per_second returns a integer, we have to cast it to a string using str before we can add it to our label.

Now let’s jump back to and change the following in options_menu_button_pressed:

elif button_name == "debug":

to this instead:

elif button_name == "debug":

This will call a new function in our singleton called set_debug_display, so let’s add that next!

Open up and add the following global variables:

# ------------------------------------
# All of the GUI/UI related variables

var canvas_layer = null

const DEBUG_DISPLAY_SCENE = preload("res://Debug_Display.tscn")
var debug_display = null

# ------------------------------------
  • canvas_layer: A canvas layer so our GUI/UI is always drawn on top.
  • DEBUG_DISPLAY: The debug display scene we worked on earlier.
  • debug_display: A variable to hold the debug display when there is one.

Now that we have our global variables defined, we need to add a few lines to ready so we have a canvas layer to use in canvas_layer. Change _ready to the following:

func _ready():
    canvas_layer =

Now in _ready we’re creating a new canvas layer and adding it as a child of the autoload script.

The reason we’re adding a CanvasLayer is so all of our GUI and UI nodes we instance/spawn in are always drawn on top of everything else.

When adding nodes to a singleton/autoload, you have to be careful not to lose reference to any of the child nodes. This is because nodes will not be freed/destroyed when you change scene, meaning you can run into memory problems if you are instancing/spawning lots of nodes and are not freeing them.

Now we need to add set_debug_display to

func set_debug_display(display_on):
    if display_on == false:
        if debug_display != null:
            debug_display = null
        if debug_display == null:
            debug_display = DEBUG_DISPLAY_SCENE.instance()

Let’s go over what’s happening.

First we check to see if we’re trying to turn on the debug display, or turn it off.

If we are turning off the display, we then check to see if debug_display is not equal to null. If debug_display is not equal to null, then we most have a debug display currently active. If we have a debug display active, we free it using queue_free and then assign debug_display to null.

If we are turning on the display, we then check to make sure we do not already have a debug display active. We do this by making sure debug_display is equal to null. If debug_display is null, we instance a new DEBUG_DISPLAY_SCENE, and add it as a child of canvas_layer.

With that done, we can now toggle the debug display on and off by switching the CheckButton in the Options_Menu panel. Go give it a try!

Notice how the debug display stays even when you change scenes from the Main_Menu.tscn to another scene (like Testing_Area.tscn). This is the beauty of instancing/spawning nodes in a singleton/autoload and adding them as children to the singleton/autoload. Any of the nodes added as children of the singleton/autoload will stay for as long as the game is running, without any additional work on our part!

Adding a pause menu

Let’s add a pause menu so we can return to the main menu when we press the ui_cancel action.

Open up Pause_Popup.tscn.

Notice how the root node in Pause_Popup is a WindowDialog. WindowDialog inherits from Popup, which means WindowDialog can act like a popup.

Select Pause_Popup and scroll down all the way till you get to the Pause menu in the inspector. Notice how the pause mode is set to process instead of inherit like it is normally set by default. This makes it where it will continue to process even when the game is paused, which we need in order to interact with the UI elements.

Now that we’ve looked at how Pause_Popup.tscn is set up, lets write the code to make it work. Normally we’d attach a script to the root node of the scene, Pause_Popup in this case, but since we’ll need to receive a couple of signals in, we’ll write all of the code for the pop up there.

Open up and add the following global variables:

const MAIN_MENU_PATH = "res://Main_Menu.tscn"
const POPUP_SCENE = preload("res://Pause_Popup.tscn")
var popup = null
  • MAIN_MENU_PATH: The path to the main menu scene.
  • POPUP_SCENE: The pop up scene we looked at earlier.
  • popup: A variable to hold the pop up scene.

Now we need to add _process to so we can respond when the ui_cancel action is pressed. Add the following to _process:

func _process(delta):
    if Input.is_action_just_pressed("ui_cancel"):
        if popup == null:
            popup = POPUP_SCENE.instance()

            popup.get_node("Button_quit").connect("pressed", self, "popup_quit")
            popup.connect("popup_hide", self, "popup_closed")
            popup.get_node("Button_resume").connect("pressed", self, "popup_closed")



            get_tree().paused = true

Let’s go over what’s happening here.

First we check to see if the ui_cancel action is pressed. Then we check to make sure we do not already have a popup open by checking to see if popup is equal to null.

If we do not have a pop up open, we instance POPUP_SCENE and assign it to popup.

We then get the quit button and assign it’s pressed signal to popup_quit, which we will be adding shortly.

Next we assign both the popup_hide signal from the WindowDialog and the pressed signal from the resume button to popup_closed, which we will be adding shortly.

Then we add popup as a child of canvas_layer so it’s drawn on top. We then tell popup to pop up at the center of the screen using popup_centered.

Next we make sure the mouse mode is MOUSE_MODE_VISIBLE to we can interact with the pop up. If we did not do this, we would not be able to interact with the pop up in any scene where the mouse mode is MOUSE_MODE_CAPTURED.

Finally, get pause the entire SceneTree.


For more information on pausing in Godot, see Pausing games

Now we need to add the functions we’ve connected the signals to. Let’s add popup_closed first.

Add the following to

func popup_closed():
    get_tree().paused = false

    if popup != null:
        popup = null

popup_closed will resume the game and destroy the pop up if there is one.

popup_quit is similar, but we’re also making sure the mouse is visible and changing scenes to the title screen.

Add the following to

func popup_quit():
    get_tree().paused = false


    if popup != null:
        popup = null


popup_quit will resume the game, set the mouse mode to MOUSE_MODE_VISIBLE to ensure the mouse is visible in the main menu, destroy the pop up if there is one, and change scenes to the main menu.

Before we’re ready to test the pop up, we should change one thing in

Open up and in process_input, change the code for capturing/freeing the cursor to the following:

if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:

Now instead of capturing/freeing the mouse, we check to see if the current mouse mode is MOUSE_MODE_VISIBLE. If it is, we set it back to MOUSE_MODE_CAPTURED.

Because the pop up makes the mouse mode MOUSE_MODE_VISIBLE whenever you pause, we no longer have to worry about freeing the cursor in

Now the pause menu pop up is finished. You can now pause at any point in the game and return to the main menu!

Starting the respawn system

Since our player can lose all their health, it would be ideal if our players died and respawned too, so let’s add that!

First, open up Player.tscn and expand HUD. Notice how there’s a ColorRect called Death_Screen. When the player dies, we’re going to make Death_Screen visible, and show them how long they have to wait before they’re able to respawn.

Open up and add the following global variables:

const RESPAWN_TIME = 4
var dead_time = 0
var is_dead = false

var globals
  • RESPAWN_TIME: The amount of time (in seconds) it takes to respawn.
  • dead_time: A variable to track how long the player has been dead.
  • is_dead: A variable to track whether or not the player is currently dead.
  • globals: A variable to hold the singleton.

We now need to add a couple lines to _ready, so we can use Add the following to _ready:

globals = get_node("/root/Globals")
global_transform.origin = globals.get_respawn_position()

Now we’re getting the singleton and assigning it to globals. We also set our global position using the origin from our global Transform to the position returned by globals.get_respawn_position.


Don’t worry, we’ll add get_respawn_position further below!

Next we need to make a few changes to physics_process. Change physics_processing to the following:

func _physics_process(delta):

    if !is_dead:

    if (grabbed_object == null):


Now we’re not processing input or movement input when we’re dead. We’re also now calling process_respawn, but we haven’t written process_respawn yet, so let’s change that.

Let’s add process_respawn. Add the following to

func process_respawn(delta):

    # If we just died
    if health <= 0 and !is_dead:
        $Body_CollisionShape.disabled = true
        $Feet_CollisionShape.disabled = true

        changing_weapon = true
        changing_weapon_name = "UNARMED"

        $HUD/Death_Screen.visible = true

        $HUD/Panel.visible = false
        $HUD/Crosshair.visible = false

        dead_time = RESPAWN_TIME
        is_dead = true

        if grabbed_object != null:
            grabbed_object.mode = RigidBody.MODE_RIGID
            grabbed_object.apply_impulse(Vector3(0,0,0), -camera.global_transform.basis.z.normalized() * OBJECT_THROW_FORCE / 2)

            grabbed_object.collision_layer = 1
            grabbed_object.collision_mask = 1

            grabbed_object = null

    if is_dead:
        dead_time -= delta

        var dead_time_pretty = str(dead_time).left(3)
        $HUD/Death_Screen/Label.text = "You died\n" + dead_time_pretty + " seconds till respawn"

        if dead_time <= 0:
            global_transform.origin = globals.get_respawn_position()

            $Body_CollisionShape.disabled = false
            $Feet_CollisionShape.disabled = false

            $HUD/Death_Screen.visible = false

            $HUD/Panel.visible = true
            $HUD/Crosshair.visible = true

            for weapon in weapons:
                var weapon_node = weapons[weapon]
                if weapon_node != null:

            health = 100
            grenade_amounts = {"Grenade":2, "Sticky Grenade":2}
            current_grenade = "Grenade"

            is_dead = false

Let’s go through what this function is doing.

First we check to see if we just died by checking to see if health is equal or less than 0 and is_dead is false.

If we just died, we disable our collision shapes for the player. We do this to make sure we’re not blocking anything with our dead body.

We next set changing_weapon to true and set changing_weapon_name to UNARMED. This is so if we are using a weapon, we put it away when we die.

We then make the Death_Screen ColorRect visible so we get a nice grey overlay over everything. We then make the rest of the UI, the Panel and Crosshair nodes, invisible.

Next we set dead_time to RESPAWN_TIME so we can start counting down how long we’ve been dead. We also set is_dead to true so we know we’ve died.

If we are holding an object when we died, we need to throw it. We first check to see if we are holding an object or not. If we are, we then throw it, using the same code as the throwing code we added in Part 5.

Then we check to see if we are dead. If we are, we then remove delta from dead_time.

We then make a new variable called dead_time_pretty, where we convert dead_time to a string, using only the first three characters starting from the left. This gives us a nice looking string showing how much time we have left to wait before we respawn.

We then change the Label in Death_Screen to show how much time we have left.

Next we check to see if we’ve waited long enough and can respawn. We do this by checking to see if dead_time is 0 or less.

If we have waited long enough to respawn, we set the player’s position to a new respawn position provided by get_respawn_position.

We then enable both of our collision shapes so the player can collide with the environment.

Next we make the Death_Screen invisible and make the rest of the UI, the Panel and Crosshair nodes, visible again.

We then go through each weapon and call it’s reset_weapon function. We’ll add reset_weapon soon.

Then we reset health to 100, grenade_amounts to it’s default values, and change current_grenade to Grenade.

Finally, we set is_dead to false.

Before we leave, we need to add one quick thing to _input. Add the following at the beginning of _input:

if is_dead:

Now when we’re dead we cannot look around with the mouse.

Finishing the respawn system

First let’s open and add the reset_weapon function. Add the following:

func reset_weapon():
    ammo_in_weapon = 10
    spare_ammo = 20

Now when we call reset_weapon, the ammo in our weapon and the ammo in the spares will be reset to their default values.

Now let’s add reset_weapon in

func reset_weapon():
    ammo_in_weapon = 50
    spare_ammo = 100

And add the following to

func reset_weapon():
    ammo_in_weapon = 1
    spare_ammo = 1

Now our weapons will reset when we die.

Now we need to add a few things to First, add the following global variable:

var respawn_points = null
  • respawn_points: A variable to hold all of the respawn points in a level

Because we’re getting a random spawn point each time, we need to randomize the number generator. Add the following to _ready:


randomize will get us a new random seed so we get a (relatively) random string of numbers when we using any of the random functions.

Now let’s add get_respawn_position to

func get_respawn_position():
    if respawn_points == null:
        return Vector3(0, 0, 0)
        var respawn_point = rand_range(0, respawn_points.size()-1)
        return respawn_points[respawn_point].global_transform.origin

Let’s go over what this function does.

First we check to see if we have any respawn_points by checking to see if respawn_points is null or not.

If respawn_points is null, we return a position of empty Vector 3 with the position (0, 0, 0).

If respawn_points is not null, we then get a random number between 0 and the number of elements we have in respawn_points, minus 1 since most programming languages (including GDScript) start counting from 0 when you are accessing elements in a list.

We then return the position of the Spatial node at respawn_point position in respawn_points.

Before we’re done with We need to add the following to load_new_scene:

respawn_points = null

We set respawn_points to null so when/if we get to a level with no respawn points, we do not respawn at the respawn points in the level prior.

Now all we need is a way to set the respawn points. Open up Ruins_Level.tscn and select Spawn_Points. Add a new script called and attach it to Spawn_Points. Add the following to

extends Spatial

func _ready():
    var globals = get_node("/root/Globals")
    globals.respawn_points = get_children()

Now when a node with has it’s _ready function called, all of the children nodes of the node with, Spawn_Points in the case of Ruins_Level.tscn, will be added to respawn_points in


Any node with has to be above the player in the SceneTree so the respawn points are set before the player needs them in the player’s _ready function.

Now when you die you’ll respawn after waiting 4 seconds!


No spawn points are already set up for any of the levels besides Ruins_Level.tscn! Adding spawn points to Space_Level.tscn is left as an exercise for the reader.

Writing a sound system we can use anywhere

Finally, lets make a sound system so we can play sounds from anywhere, without having to use the player.

First, open up and change it to the following:

extends Spatial

var audio_node = null
var should_loop = false
var globals = null

func _ready():
    audio_node = $Audio_Stream_Player
    audio_node.connect("finished", self, "sound_finished")

    globals = get_node("/root/Globals")

func play_sound(audio_stream, position=null):
    if audio_stream == null:
        print ("No audio stream passed, cannot play sound")
        return = audio_stream

    # If you are using a AudioPlayer3D, then uncomment these lines to set the position.
    # if position != null:
    #       audio_node.global_transform.origin = position

func sound_finished():
    if should_loop:

There’s several changes from the old version, first and foremost being we’re no longer storing the sound files in anymore. This is much better for performance since we’re no longer loading each audio clip when we create a sound, but instead we’re forcing a audio stream to be passed in to play_sound.

Another change is we have a new global variable called should_loop. Instead of just destroying the audio player every time it’s finished, we instead want check to see if we are set to loop or not. This allows us to have audio like looping background music without having to spawn a new audio player with the music when the old one is finished.

Finally, instead of being instanced/spawned in, we’re instead going to be spawned in so we can create sounds from any scene. We now need to store the singleton so when we destroy the audio player, we also remove it from a list in

Let’s go over the changes.

For the global variables we removed all of the audio_[insert name here] variables since we will instead have these passed in to. We also added two new global variables, should_loop and globals. We’ll use should_loop to tell whether we want to loop when the sound has finished, and globals will hold the singleton.

The only change in _ready is now we’re getting the singleton and assigning it to globals

In play_sound we now expect a audio stream, named audio_stream, to be passed in, instead of sound_name. Instead of checking the sound name and setting the stream for the audio player, we instead check to make sure an audio stream was passed in. If a audio stream is not passed in, we print an error message, remove the audio player from a list in the singleton called created_audio, and then free the audio player.

Finally, in sound_finished we first check to see if we are supposed to loop or not using should_loop. If we are supposed to loop, we play the sound again from the start of the audio, at position 0.0. If we are not supposed to loop, we remove the audio player from a list in the singleton called created_audio, and then free the audio player.

Now that we’ve finished our changes to, we now need to turn our attention to First, add the following global variables:

# ------------------------------------
# All of the audio files.

# You will need to provide your own sound files.
var audio_clips = {
    "pistol_shot":null, #preload("res://path_to_your_audio_here!")
    "rifle_shot":null, #preload("res://path_to_your_audio_here!")
    "gun_cock":null, #preload("res://path_to_your_audio_here!")

const SIMPLE_AUDIO_PLAYER_SCENE = preload("res://Simple_Audio_Player.tscn")
var created_audio = []
# ------------------------------------

Lets go over these global variables.

  • audio_clips: A dictionary holding all of the audio clips we can play.
  • SIMPLE_AUDIO_PLAYER_SCENE: The simple audio player scene.
  • created_audio: A list to hold all of the simple audio players we create


If you want to add additional audio, you need to add it to audio_clips. No audio files are provided in this tutorial, so you will have to provide your own.

One site I’d recommend is I’m using the Gamemaster audio gun sound pack included in the Sonniss’ GDC Game Audio bundle for 2017. The tracks I’ve used (with some minor editing) are as follows:

  • gun_revolver_pistol_shot_04,
  • gun_semi_auto_rifle_cock_02,
  • gun_submachine_auto_shot_00_automatic_preview_01

Now we need to add a new function called play_sound to

func play_sound(sound_name, loop_sound=false, sound_position=null):
    if audio_clips.has(sound_name):
        var new_audio = SIMPLE_AUDIO_PLAYER_SCENE.instance()
        new_audio.should_loop = loop_sound


        new_audio.play_sound(audio_clips[sound_name], sound_position)

        print ("ERROR: cannot play sound that does not exist in audio_clips!")

Let’s go over what this script does.

First we check to see if we have a audio clip with the name sound_name in audio_clips. If we do not, we print an error message.

If we do have a audio clip with the name sound_name, we then instance/spawn a new SIMPLE_AUDIO_PLAYER_SCENE and assign it to new_audio.

We then set should_loop, and add new_audio as a child of


Remember, we have to be careful adding nodes to a singleton, since these nodes will not be destroyed when changing scenes.

We then call play_sound, passing in the audio clip associated with sound_name, and the sound position.

Before we leave, we need to add a few lines of code to load_new_scene so when we change scenes, we destroy all of the audio.

Add the following to load_new_scene:

for sound in created_audio:
    if (sound != null):

Now before we change scenes we go through each simple audio player in created_sounds and free/destroy them. Once we’ve gone through all of the sounds in created_audio, we clear created_audio so it no longer holds any references to any of the previously created simple audio players.

Let’s change create_sound in to use this new system. First, remove simple_audio_player from’s global variables, since we will no longer be directly instancing/spawning sounds from

Now, change create_sound to the following:

func create_sound(sound_name, position=null):
    globals.play_sound(sound_name, false, position)

Now whenever create_sound is called, we simply call play_sound in, passing in all of the arguments we’ve revived.

Now all of the sounds in our FPS can be played from anywhere. All we have to do is get the singleton, and call play_sound, passing in the name of the sound we want to play, whether we want it to loop or not, and the position to play the sound from.

For example, if you want to play an explosion sound when the grenades explode you’d need to add a new sound to audio_clips in, get the singleton, and then you just need to add something like globals.play_sound("explosion", false, global_transform.origin) in the grenades _process function, right after the grenade damages all of the bodies within it’s blast radius.

Final notes


Now you have a fully working single player FPS!

At this point you have a good base to build more complicated FPS games.


If you ever get lost, be sure to read over the code again!

You can download the finished project for the entire tutorial here:


The finished project source files contain the same exact code, just written in a different order. This is because the finished project source files are what the tutorial is based on.

The finished project code was written in the order that features were created, not necessarily in a order that is ideal for learning.

Other than that, the source is exactly the same, just with helpful comments explaining what each part does.


The finished project source is hosted on Github as well:

Please note that the code in Github may or may not be in sync with the tutorial on the documentation.

The code in the documentation is likely better managed and/or more up to date. If you are unsure on which to use, use the project(s) provided in the documentation as they are maintained by the Godot community.

You can download all of the .blend files used in this tutorial here:

All assets provided in the started assets (unless otherwise noted) were originally created by TwistedTwigleg, with changes/additions by the Godot community. All original assets provided for this tutorial are released under the MIT license.

Feel free to use these assets however you want! All original assets belong to the Godot community, with the other assets belonging to those listed below:

The skybox is created by StumpyStrust and can be found at . The skybox is licensed under the CC0 license.

The font used is Titillium-Regular, and is licensed under the SIL Open Font License, Version 1.1.

The skybox was convert to a 360 equirectangular image using this tool:

While no sounds are provided, you can find many game ready sounds at

Warning,, the creator(s) of Titillium-Regular, StumpyStrust, and are in no way involved in this tutorial.