mimidot is a gameplay-first Godot fork aimed at removing workflow friction instead of piling on theoretical features.
- It keeps the scene tree, node workflow, and GDScript pipeline that already make Godot fast to iterate with.
- It fixes small but constant editor annoyances that slow down actual game work.
- It includes
Mimi Optimizerso Windows exports can skip optional runtime baggage without forcing a separate renderer mode.
- Brown / light-brown / dark-brown editor theme defaults.
- Inspector numeric edits apply more immediately while typing.
Ctrl+Scommits the active inspector field before saving.- 3D editor navigation pans with
MMBby default, whileShift + MMBorbits. - Windows export presets include
Mimi Optimizer. - Built-in unity-like WSR (without using external viewports).
Mimi Optimizernow stays focused on safe Windows export trimming instead of relying on a separate renderer experiment.- Top-level
Controlnodes can useWorld Space Renderingto project UI through a chosenCamera3Din runtime while still being authored like normal 2D UI. World Space Renderingexposes camera assignment, near distance, 3D transform, and follow damping settings directly on theControl.
World Space Rendering is now built into top-level Control roots.
What it does:
- keeps the UI authored as a regular
Controltree, - lets the same UI render in front of a
Camera3Din runtime, - keeps the UI size stable on screen while still participating in 3D depth,
- exposes extra camera-relative transform controls for stylized HUD and in-world overlay work.
Main properties:
world_space_rendering_enabledworld_space_rendering_cameraworld_space_rendering_nearworld_space_rendering_transform_positionworld_space_rendering_transform_rotation_degreesworld_space_rendering_transform_scaleworld_space_rendering_follow_damping_enabledworld_space_rendering_follow_damping_speed
Script access:
ui_root.set_world_space_rendering_enabled(true)
ui_root.set_world_space_rendering_camera($Camera3D)
ui_root.set_world_space_rendering_near(0.8)
ui_root.set_world_space_rendering_position(Vector3(0.0, -0.15, 0.0))
ui_root.set_world_space_rendering_rotation_degrees(Vector3(-6.0, 0.0, 0.0))
ui_root.set_world_space_rendering_scale(Vector3.ONE)
ui_root.set_world_space_rendering_follow_damping_enabled(true)
ui_root.set_world_space_rendering_follow_damping(10.0)Notes:
- It is intended for top-level
Controlnodes, not nested button/label children. - If the assigned camera is missing, mimidot prints a warning at runtime and keeps the feature disabled until a valid
Camera3Dis assigned. - If
world_space_rendering_nearis smaller than the camera near plane, fuck you. Change it please.
Mimi Optimizer lives in the Windows export preset options and focuses on reducing the final runnable folder size.
Current features:
- optional trimming of
AccessKit,ANGLE, andD3D12runtime DLLs, - safer export-side optimization without forking the project renderer,
- clearer status feedback inside the export dialog.
Typical tools:
MSYS2 UCRT64MinGW-w64SCons- VS Code
VS Code tasks included in this repo:
Build mimidot editor (Release, Max)is the defaultCtrl+Shift+Btask and uses 12 logical processors.Build mimidot editor (Release, Balanced)is still available if you want a less aggressive build while working.F5launches the console editor build throughgdband uses the max-parallel build task first.
Manual release build:
C:\msys64\ucrt64\bin\scons.exe platform=windows target=editor production=yes arch=x86_64 use_mingw=yes debug_symbols=no -j12mimidot is not trying to stay neutral. The goal is to keep stacking practical changes that help real projects move faster:
- tighter editor UX,
- cleaner Windows exports,
- better day-to-day solo-dev ergonomics,
- and fewer moments where the engine sometimes ruins everything.
Basically, everything you need is to download mimidot_1.0-release_win_templates_x84_64.zip in realeases and put them in a directory mimidot does want to get.
Directories list:
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_release_x86_64.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_release_x86_64_console.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_debug_x86_64.exe
%APPDATA%\\Mimidot\\export_templates\\4.6.2.stable\\windows_debug_x86_64_console.exe
That's all, actually. No crossplatform without recompiling it yourself tho. Gonna add crossplatform any time soon :)
