Add screenshots in the Xogot blog showcase article

This commit is contained in:
Adam Scott
2026-04-04 14:56:03 -04:00
parent 8392c2e9b8
commit c57ac8f10f

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@@ -7,6 +7,60 @@ image: /storage/blog/covers/godot-showcase-xogot.jpg
date: 2026-04-04 18:00:00
---
<style>
.xogot-screenshot-container {
display: flex;
flex-direction: row;
align-items: center;
justify-content: center;
margin: 1em;
margin-top: 0;
& > .lightbox {
display: flex;
flex-direction: row;
align-items: center;
justify-content: center;
}
& > img,
& > .lightbox > img {
max-width: 450px;
max-height: 450px;
aspect-ratio: auto;
margin: 0;
}
}
.xogot-float-left {
float: left;
margin-left: 0;
}
.xogot-float-right {
float: right;
margin-right: 0;
}
@media screen and (width < 800px), (900px < width < 1000px) {
.xogot-float-left,
.xogot-float-right {
float: none;
margin-left: unset;
margin-right: unset;
}
}
h1, h2, h3, h4, h5, h6 {
float: clear;
}
ul, ol {
overflow: hidden;
}
</style>
We're happy to showcase a project that released last year, but was long in the making. The folks at Xibbon have been working hard to port the Godot Engine to the iOS platforms. Not only did they port the editor to make it run on iOS, they successfully interfaced the editor with a custom iOS interface in order to make the engine match Apple strict UI and UX guidelines. Using their app on the iPad and iPhone feels totally native, _because it is_!
Xibbon has been active in our community, in terms of code contributions and events. Xibbon has been our sponsor at events, such as the first [GodotCon in the US](/article/godotcon-us-2025-wrapup/)!
@@ -17,6 +71,12 @@ Today, [Miguel de Icaza](https://en.wikipedia.org/wiki/Miguel_de_Icaza), known f
## Can you tell us a little bit about your project?
<div class="xogot-screenshot-container xogot-float-right">
<img
src="/assets/showcase/screenshots/xogot-1.webp"
alt="Screenshot of Xogot running on an iPad.">
</div>
Xogot brings the Godot Editor to the iPad and the iPhone as a native iOS application.
Xogot uses the Godot Editor and the Godot Engine, but we provide an alternative user interface and shell that is built on top of Apples native user interface elements. We tuned the user experience to be both touch friendly and to work with the more limited screen space on these devices.
@@ -27,6 +87,7 @@ While I am an engineer, the joy that I derive from using creative apps on the iP
Interacting with the world with our fingers is one of the earliest skills that we acquire as babies - and I find the physical feedback of using touch user interfaces to be very rewarding. Not only do I spend hours playing with my iPad, I also love watching creators use their iPads for sketching, drawing, modeling, composing, editing videos, and building games.
## Why did you want to build Xogot?
Xogot is very much a labor of love, the result of a perfect storm of conditions and a way of expanding our own horizons and getting out of our comfort zone.
@@ -41,6 +102,12 @@ Lastly, we all witnessed a major turning point in the game-engine industry when
## What was challenging about bringing the Godot Editor to the iPad and iPhone?
<div class="xogot-screenshot-container xogot-float-left">
<img
src="/assets/showcase/screenshots/xogot-3.webp"
alt="Screenshot of Xogot running on an iPhone.">
</div>
This is the poster child of a slippery slope, or an extreme case of Yak Shaving.
There are three buckets of challenges:
@@ -85,14 +152,22 @@ But there is a big gap between what people tell you they want and what they are
So, delivering the full Godot Editor on iPad and iPhone has meant more than just porting a desktop app. To meet App Store requirements and match Apple users expectations, we rebuilt the interface to be truly native and touch-first - something that feels at home on touch devices rather than adapted for it.
Xogot has been a multi-year effort and a significant engineering investment. Its a commercial product created by a small team deeply passionate about both Godot and Apple platforms. Xogot includes a free tier open to everyone, with the complete version provided at no cost to students and contributors to the Godot open-source project.
## What are the biggest differences between the Xogot and the Godot Editor?
Xogot has two major limitations. First, it can not run third-party plugins authored in native code, or run .NET code. The reason for the former is that Apples security system does not allow for third-party dynamic code to be loaded into a process, so all of these plugins fail.
And the ability to run .NET code is not something we have worked on.
## Considering the improvements made to adapt to the new form factor, are there any plans on bringing Xogot to other platforms?
<div class="xogot-screenshot-container xogot-float-right">
<img
src="/assets/showcase/screenshots/xogot-2.webp"
alt="By default, when launching the game from the Xogot Editor, the game launches in a split screen.">
</div>
We want to bring Xogot to the Apple Vision Pro. Anecdotally, just before we decided to embark on bringing Godot to the iPad, we were working on building frameworks and games for the Vision Pro. We were going to our first Boston Unity meeting to learn more about Unity and Vision when the Boston Unity group disbanded in response to Unitys license changes. It was in this turmoil that we were inspired to jump headlong into the Godot world.
The idea of building and testing immersive experiences directly inside the headset feels like a natural extension of what we have done so far - creating something with your hands, right in front of you, makes the process feel immediate and physical. But like the iPad effort, there are a number of very interesting problems to solve there before we can ship a product that would meet the expectations of users, so we are going to have to work through those.
@@ -110,6 +185,7 @@ Weve also contributed a number of smaller patches and fixes, and were cont
I would love to participate more directly in Godots workgroups and community discussions. Balancing that with running a company and raising three kids can be challenging, but I have enormous respect for the dedication and care of the Godot team. My hope is that over time we can contribute not just code, but also ideas and processes that help strengthen the community.
## Whats next for Xogot?
Were especially excited about Xogot Connect, our new open-source Godot add-on that lets developers on Windows, Linux, or macOS easily run and debug their projects on iPhone or iPad without the usual complexity of exporting to iOS, building in Xcode, or managing provisioning profiles.