Supported Platforms
This page documents the status of various platforms and renderers supported by Godot.
Table of Contents
Operating Systems
Renderers
Windows
Fully supported. See renderers.
Linux
Fully supported. See renderers.
macOS
Godot and Terrain3D work fine on macOS, however Apple security is overly aggressive when using our release binaries.
Users have reported errors like this:
"libterrain.macos.debug" cannot be opened because the developer cannot be verified. macOS cannot verify that this app is free from malware.
Running the following commands within the downloaded and unzipped directory appears to resolve the issue.
$ xattr -dr com.apple.quarantine addons/terrain_3d/bin/libterrain.macos.debug.framework/libterrain.macos.debug
$ xattr -dr com.apple.quarantine addons/terrain_3d/bin/libterrain.macos.release.framework/libterrain.macos.release
You can also read comments and workarounds from other users.
If bypassing Apple security is not working, or if approaching a release date, macOS users should build from source so you can sign the binaries with your own developer account.
IOS
As of Terrain3D 0.9.1 and Godot 4.2, iOS is reported to work with the following setup:
Use textures that Godot imports (converts) such as PNG or TGA, not DDS.
Enable
Project Settings/Rendering/Textures/VRAM Compression/Import ETC2 ASTC
.Set
Project Settings/Application/Config/Icon
to a valid file (egres://icon.png
or svg).The Terrain3D release includes iOS builds, however they aren’t signed and may not work.
If needed, build the iOS library and make sure the binaries are placed where identified in
terrain.gdextension
:
scons platform=ios target=template_debug
scons platform=ios target=template_release
Select
Project/Export
, Add the iOS export preset and configure withApp Store Team ID
andBundle Identifier
, then export.

Once it has been exported, you can open it in XCode, run locally, or on your device.
Further reading:
Android
As of Terrain3D 0.9.1 and Godot 4.2, Android is reported to work.
Use textures that Godot imports (converts) such as PNG or TGA, not DDS.
Enable
Project Settings/Rendering/Textures/VRAM Compression/Import ETC2 ASTC
.
The release builds include binaries for arm32 and arm64.
There is a texture artifact affecting some systems using the demo DDS textures. This may be alleviated by using PNGs as noted above, but isn’t confirmed.
Further reading:
Steam Deck
As of Terrain3D v0.9.1 and Godot 4.2, the first generation Steam Deck is reported working, running the demo at 200+ fps.
The user got it working with the following:
Use SteamOS 3.5.7
Install
glibc
andlinux-api-headers
in addition to the standard Godot dependencies
Further reading:
WebGL
The releases and nightly builds include a web build, but web exports are very experimental. We have had success on some platforms. See the progress and setup instructions in Issue 502.
Supported Renderers
Vulkan
The Forward+ Vulkan renderer is fully supported.
D3D12
The Forward+ Direct3D 12 renderer was merged into Godot 4.3. TextureArrays are not fully supported yet (no mipmaps). Follow Issue 529 for progress.
Metal
Support for Apple’s Metal for iOS and macOS was merged into Godot 4.4-dev1. It is not yet supported by Terrain3D. No testing has been done.
Mobile
The Forward Vulkan Mobile renderer is fully supported.
Compatibility
The OpenGLES 3.0 Compatibility renderer is fully supported in Terrain3D 1.0 and Godot 4.4. A small set of shader pre-processor statements are used to override fma() and dFdxCoarse(). This allows the shader to work with the compatibility renderer without intrusive changes.