DocsReference
Installing a Godot Kit, and why it looks dead until you reload
Godot has two export flavours. Godot (.glb) is a baked recording: meshes plus one animation clip, fixed motion, no knobs, and it opens in any glTF viewer. Godot Kit (.glb + .gd) is the model at its base pose plus a companion GDScript, where every runtime parameter is an @export knob in the inspector and the motion is computed live rather than played back.
Install#
One click downloads name_kit.glb and name_kit.gd. Drop both under res://, instance the .glb in your scene, and attach the .gd to the instanced model's root node. The script has to sit on the root, because it finds the model's parts by name (SetName_12 and so on) and re-poses them every frame.
It looks dead. Reload the scene.#
A freshly attached @tool script only starts executing when the scene loads, and the kit sets itself up lazily from _process. So after attaching, save and choose Scene, then Reload Saved Scene. When it is running you will see axogeo kit '<name>': driving N parts in the Output panel. No line there means setup did not run.
Driving it#
Every knob is an inspector property and a script property:
$demo_wave_grid_kit.time_speed = 0.2Keyframed parameters bring their tracks with them and play automatically; playing and speed_scale control the clock. Changing a count knob on a curve placement re-samples the curve and grows the pool, up to a cap of 2,000 parts.
What the .glb contains#
One node per object, named after its source geometry (icosahedron_0, box_12), with mesh data stored once and shared, so three hundred shards cost about one shard plus transforms. If the graph animates, there is one animation clip named axogeo-loop, and the loop in the name is what makes Godot's importer loop it. A static graph carries no clip. Standard materials map to PBR, neon exports as unlit, and vertex colours ride as COLOR_0.
Limits the export warns about#
Vertex-level animation and per-instance colour animation freeze at frame 0 in the baked flavour (motion still carries). A particle pool exports every slot, so a pool of two thousand is two thousand nodes. One editor unit is one Godot metre.