Getting started
Steps 1 to 3 are done once per project.
What you need
Godot 4.7, CI tests the addon on 4.7.2. Use the .NET build if you want to write entities in C#. The editor and the addon are in the latest release.
1. Install the addon
Extract func_godot-godottrench-addon.zip into your project folder so the addon ends up in addons/func_godot, then
enable GodotTrench under Project > Project Settings > Plugins.
The addon's defaults include the GodotTrench entities, so doors, triggers and lights work without resources of your own. Project setup covers replacing them.
2. Export the game config
Run Project > Tools > GodotTrench: Export Game Config. It writes godottrench_game.json to the project root, which is
how the editor learns your entities and textures. From then on the addon exports again whenever files change.
Note: The editor reads the game config when it opens the project and does not watch it. After adding an entity while the editor is running, use Godot > Reload > Game Config.
3. Open the project in the editor
Choose Godot > Open Godot Project…, or the Open Godot project… button at the right end of the toolbar, and pick the project folder or any folder inside it. The editor reopens it on the next start.
The button then shows your game's name. If the status bar says there is no godottrench_game.json in the project,
step 2 has not run and the editor falls back to its built in entities.
4. Build a room
The editor opens with four views: 3D, Top, Front and Side. The world is Y-up like Godot, and map units are 32 per meter.
- Draw a box. With the Select tool (Q), drag on empty space in the Top view. It snaps to the grid, 16 units by default.
- Hollow it. Press Ctrl+Shift+K. The box becomes walls 16 units thick.
- Texture it. Click a texture in the Materials panel. To texture one wall only, Shift+click that face first.
- Save. Press Ctrl+S and save inside the Godot project, the addon loads maps by
res://path.
5. See it in Godot
Add a FuncGodotMap node to a scene, set its Local Map File to your .gtm and press Build Map in the Inspector.
Brushes become meshes with collision and entities become nodes with their scripts, saved with the scene.
Leave that scene open in Godot. Every save in GodotTrench now rebuilds it, and the editor's status bar says how many map nodes were rebuilt. Save the scene in Godot to keep the result.
Warning: A build deletes the children of the
FuncGodotMapfirst. Put your own nodes next to the map node, or in an overlay.
Try the demo project
The repository's godot folder, also in the release as godottrench-demo-project.zip, is a project with the addon
installed. Its main scene plays the showcase maps, which are saved in godot/demo/maps/showcase.
| Key | Action |
|---|---|
| WASD, Space, Shift | Walk, jump, run |
| E | Use doors and buttons |
| 1 to 5 | Switch between the showcase maps |
| F3 | Show the I/O debug overlay |
Next
To make the room do something, read How entity I/O works and build Button opens a door.