Export to Godot
There are two ways into Godot, and the difference matters. One gives you a finished mesh. The other gives you a mesh plus the parameters that built it, as inspector knobs.
Option A — the baked mesh
Open the Export dialog and choose glb/gltf (.glb).
Drag the file into your project's FileSystem dock. Godot 4 imports glTF
natively — no plugin, no converter. glTF is Y-up in metres, the same as Godot,
so it lands at the right scale and rotation, and PBR materials come in as
StandardMaterial3D.
Animation comes along: keyframes bake into the glTF clip with easing and tangents preserved.
This is the right choice when the asset is finished and you just want it in your scene.
Option B — the Godot Kit
Choose Godot Kit (.glb + .gd) instead.
You get two files: a base-pose mesh, and a GDScript that drives it. Add the script's node to your scene and every parameter you exposed in the graph appears in the inspector — the Godot equivalent of Roblox's live attributes.
Change a radius, a count, a colour in the inspector and the asset rebuilds. Change it from code at runtime and it responds:
$MyAsset.glow = 2.5
$MyAsset.radius = 12.0
That is the reason to use this target rather than any mesh exporter.
Read the warnings before you download
Both options run the real exporter first and show you what it produced — warnings included — before anything downloads. They tell you when something will behave differently on this target. Two worth knowing:
- Glass. Godot's glTF importer ignores
KHR_materials_transmission, so the Kit rebuilds the look at runtime: transmission drives albedo alpha, roughness maps across 1:1. There is no true refraction here — IOR and thickness stay editor-and-glTF only. Unlike Roblox, transparency sorts normally, so overlapping transparent pieces do not occlude each other. - Particles. Emit Points has no GDScript transpile yet, so a live particle
effect cannot be exported to Godot as a running effect. Bake it into the
.glbinstead, or use the Roblox target where the emitter does transpile. This is the top open item for Godot.
The full picture, generated from the exporter itself, is on the Godot page.
Good to know
- Non-destructive — the graph stays editable. Tweak a node and re-export any time; with the Kit you often do not need to, because the knob is already in the inspector.
- Fracture and shatter run live on this target, through a GDScript mirror of the same closed-form maths the editor uses. The break looks the same in Godot as it does in the browser.
- GDScript, not C# — a C# project can call the generated GDScript node directly, so this is not a limitation in practice.
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Another engine Export to Roblox →