Manual: Differences Between Rendering Engines – Compatibility and Forward+

ACTION GAME MAKER uses Godot’s built-in rendering engine.
There are two available rendering modes: Compatibility and Forward+.
So, what’s the difference between them?


Compatibility Mode

This mode uses OpenGL ES 3.0, representing a more traditional and widely supported rendering method.

  • :white_check_mark: High stability and lightweight performance
  • :white_check_mark: Supports HTML5 export
  • :cross_mark: Some features are not available, especially related to particles:
    • Subemitters: Emit particles from existing particles
    • Trails: Render motion trails behind particles

Forward+ Mode

This mode uses Vulkan, a more modern and powerful rendering engine.

  • :white_check_mark: Enables advanced features not available in Compatibility mode
  • :cross_mark: Heavier performance requirements
  • :cross_mark: Does not support HTML5 export

So, Which One Should You Use?

For most 2D games, it’s generally recommended to use Compatibility Mode due to its lighter performance and greater stability.

If you need to use features like Subemitters or Trails for particle systems, consider switching to Forward+ Mode.

:warning: Please note: ACTION GAME MAKER is primarily tested in Compatibility Mode.
Using Forward+ may cause unintended behavior. If you encounter issues, try reproducing them in Compatibility Mode before reporting.