Create Your First Project
Create a Godot project and choose the tools you want to use with it. Godot Launcher can also prepare a Git repository and open the project when it is ready.

Create a project
- Open Projects and click New Project.
- Enter the project name and check the folder shown below it.
- Choose the Godot editor and renderer.
- Choose whether to set up Git and which code editor to use.
- Leave Edit now enabled to open the project when it is ready, then click Create Project.
Choose the project folder
New projects use the folder set in Settings > Projects > Project Location. Enable Overwrite Project Path to choose a different parent folder for this project only.
The folder preview shows the folder that will be created. For example, a project named My Next Awesome Game uses My-Next-Awesome-Game as its folder name.
The launcher can use an empty folder, but it will not overwrite one that already contains files. Use Add an Existing Project if the folder already contains a Godot project.
Choose the Godot editor
Choose the Godot editor that will open the project. Registered custom-built editors appear with official installed releases.
See Custom-Built Godot Editors to register your own build.
Choose a code editor
Choose Visual Studio Code or VSCodium if you want Godot to open project scripts in that editor. Choose None if you do not want to use a code editor for this project.

Your default code editor is preselected when it is available. See Code Editor Settings to set the default or make an editor available.
Set up Git
When Git is available, Initialize Git Repository is enabled by default. The new project gets recommended Godot ignore rules, a main branch, and an initial commit.
Git needs your name and email for the first commit. If the launcher asks for them, choose Add Git identity or Skip initial commit.
If Git is unavailable, you can still create the project. See Troubleshooting to set up Git or complete the first commit.
See Using Git With Godot Launcher for the generated files, Git identity choices, and guidance for older Godot projects.