Last updated: March 27, 2026
This guide covers installing, upgrading, and recovering the HammerForge plugin in Godot 4.6+.
- Godot Engine 4.6 (stable) or newer.
- A 3D scene in your project to host
LevelRoot.
- Copy
addons/hammerforgeinto your project. - Enable the plugin: Project -> Project Settings -> Plugins -> HammerForge.
- Open any 3D scene and click in the viewport to auto-create
LevelRoot. - Verify the dock appears with 4 tabs (Brush, Paint, Entities, Manage) and a compact toolbar (D, S, +, -, P, ▲, ▼). A
LevelRootnode should exist in the scene tree, and the Brush tab should show shape, size, grid snap controls, and snap mode buttons (G/V/C). The Paint tab → Materials section should show Add, Remove, and Refresh Prototypes buttons.
- Close Godot.
- Back up your project (including
.hflevelfiles). - Replace the existing
addons/hammerforgefolder with the new version. - Reopen the project and re-enable the plugin if prompted.
- Open a 3D scene and click the viewport to ensure
LevelRootis active.
If the plugin fails to load, the dock is missing, or tools behave incorrectly:
- Close Godot.
- Delete the project cache folder
./.godot/editor. - Reopen the project and enable the plugin again.
- If resources look stale, delete
./.godot/importedand reopen.
- HammerForge expects Godot 4.6+.
- New
.hflevelfields are backward compatible. Missing keys fall back to defaults on load. .glbexport requires a successful bake first.
Use this when jumping across versions that modify the data model or bake pipeline:
- Back up your project and any
.hflevelfiles. - Open a level and run Validate Level (use Validate + Fix if needed).
- Save the level to update new fields in the
.hflevel. - Run a bake and a dry run to confirm expected counts.
- Export a
.glbif your pipeline depends on it.