Godot Export
GLTF/GLB first. Clean nodes. Godot-friendly materials and animation.
When to Use
- Shipping meshes/animations to Godot 4.x
- GLB single-file props and characters
- Simple collision companions
Pre-Flight
asset-optimization PASS
- Apply transforms; Y-up friendly hierarchy
- Materials metallic-roughness compatible
Format
| Case |
Format |
| Default |
GLB |
| Editable sidecar textures |
GLTF separate |
Settings
Format: GLB
+Y Up
Apply Modifiers: ON (when final)
Animation: include when needed
Hierarchy
- Root empty or object named for scene root
- Avoid deep useless empties
- Keep collision meshes clearly named
COL_ / UCX_ style
Materials
- Principled BSDF → GLTF PBR
- Pack images or keep relative paths consistent
- Emission only where intended
Animation
- NLA or actions exported as clips
- Name actions
AN_[Clip]
- Root motion documented if used
Verify in Godot
- Scale
- Import materials
- Animation libraries
- Collision shapes
Constraints
MUST DO
- Prefer GLB unless project says otherwise
- Test import once
- Keep naming consistent with
naming-conventions.md
MUST NOT DO
- Rely on Blender-only shader nodes that do not export
Reference Guide
| Topic |
Reference |
Load When |
| Godot Checklist |
references/godot-checklist.md |
When needed |