How to install Blender to Godot?
Go to Edit > Preferences then to the Add-ons tab. Click Install.
Choose the downloaded zip and click Install Add-on.
After the installation is complete it will show up in the add-on list. Enable the add-on by ticking the checkbox.
Where do I find the add-on panels?
Open the 3D Viewport and press N to reveal the sidebar. All Blender-to-Godot tools live under the Godot tab: Tool, Collision, Component, Export and Help.
How to add auto and custom collisions?
Select one or more mesh objects and open the Collision panel. Pick a shape: Box, Capsule, Sphere, Cylinder, Convex or Convex VHACD (Windows only, requires the V-HACD executable).
Click creates an auto collision for every selected object, sized to its bounds. The collision is parented to the object and named {object}-convcolonly (or {object}-colonly for custom shapes) so Godot imports it as a collision shape instead of a visible mesh.
Shift + Click creates a custom collision on the active object from the other selected objects (requires two or more objects selected).
Ctrl + Click creates a bounding-box collision for the whole selection, and Alt + Click creates a single shared collision for all selected objects.
Each shape gets a colored, semi-transparent helper material (Box-Collision, Capsule-Collision, Sphere-Collision, Convex-Collision) so you can see the collision volumes in the viewport. Colors can be changed in the add-on preferences.
How to add Godot components?
The Component panel tags objects for Godot's import pipeline using naming suffixes:
- Navmesh: marks the object as a navigation mesh. Shift + Click assigns the navmesh to the active object instead.
- Occluder: marks the object as an occluder (suffix -occonly).
- Rigid Body: marks the object as a rigid body (suffix -rigid).
- Vehicle Body / Vehicle Wheel: suffixes -vehicle and -wheel for vehicle setups.
How to rename objects with their collisions and components?
Select an object and click Rename in the Tool panel. The rename dialog renames the object, its child collisions and components, and their collections in one go, keeping the -colonly / -convcolonly suffixes intact.
How to export objects and collections to Godot?
Open the Export panel and set the Type: Export to Godot, Export to Disk or Both.
Add one or more destination folders with the + button, or use the Load Folders button (refresh icon) to scan and add subfolders of the active path automatically.
Choose the Selection mode: Objects exports the selected objects, and Collections exports the selected collections. Under Include, enable Children (objects mode) or Sub Collections (collections mode).
Hit Export. The export runs in a background Blender subprocess with a progress slider, so the UI stays responsive. Alt + Click runs the export in debug mode.
Objects with the suffixes colonly, convcolonly, occ, occonly, navmesh, vehicle, wheel, rigid and noimp are handled specially or excluded from the visible geometry on export.
How to configure the add-on?
Open Edit > Preferences > Add-ons and expand Blender-to-Godot. The General tab holds collision options (master collection, collision colors), component colors (navmesh, occluder) and the Windows-only V-HACD settings (version, voxel resolution, recursion depth, output hull, vertex count, fill mode, shrinkwrap, asynchronous, split hull, edge length, volume error).
The Export tab contains Factory Startup for subprocesses and the full glTF export settings: format (GLB / glTF Separate), include, transform, mesh, material and animation options, plus Draco compression.