Change Project Editor Version

Godot Launcher lets you choose which editor each project uses. You can switch between official releases, .NET editors, and registered custom-built Godot editors from the Projects list.
Choose the editor version
When creating a new project, choose the editor in the project setup form. For existing projects, use the editor selector in the Projects list.

For projects you import, the launcher reads project.godot and selects the closest compatible editor it can find.
Keep the editor versions your projects depend on installed or registered. This is especially useful when you maintain projects across different Godot versions or switch between GDScript and .NET workflows.
Change an existing project
- Open Godot Launcher.
- Locate your project in the Projects list.
- Use the dropdown in the Editor column to select a different editor.
The launcher updates the project setup it manages for that editor. When VS Code integration is enabled, it also updates the relevant VS Code workspace files for the selected editor.
Custom-built Godot editors
Once a custom-built Godot editor is registered, it appears in project editor selectors like a regular installed editor.
Use custom-built Godot editors for locally compiled editors, team-distributed editors, or other editor binaries that are not part of the official Godot release list. See Custom-Built Godot Editors to register or replace one.
Handling .NET and GDScript transitions
Switching between GDScript and .NET (C#) workflows involves more than choosing another editor binary. The launcher helps by adjusting the development environment it manages.
When switching to .NET:
- VS Code settings are updated automatically if VS Code integration is enabled.
- Existing editor settings are preserved when they are already configured.
- The launcher can generate or update:
- A build task to compile C# scripts.
- A launch configuration for running/debugging the project.
- Recommended VS Code extensions for .NET and Godot are added if missing.
The launcher defaults to Visual Studio Code for .NET projects when VS Code is installed. Existing editor settings for the selected version are not overwritten without warning.
To manually configure VS Code for C#, refer to the official Godot documentation.
Missing or invalid editor paths
If an editor used by a project is uninstalled, moved, or unavailable, the launcher marks the project as having a missing editor and prevents launch until the problem is resolved.

For official releases, you can:
- Mount or reconnect the storage device that contains the editor.
- Retry validation after restoring the path.
- Reinstall the editor.
- Remove the broken install entry.
- Select another compatible editor for the project.
For custom-built Godot editors, the launcher explains that the editor path is unavailable. Removing the custom editor unregisters it from Godot Launcher but does not delete the editor files from disk.
Summary
Godot Launcher gives you control over which editor each project uses. It supports official releases, registered custom-built Godot editors, GDScript/.NET transitions, and clear recovery when an editor path is missing.