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Export to Godot

Beginner · 5 min · 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:

The full picture, generated from the exporter itself, is on the Godot page.

Good to know

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