Installing Hammerite
Requirements
| Godot | 4.7. The suites run on 4.7.1; earlier versions are not tested |
| Renderer | Forward+ or Mobile. Lightmap baking runs on the GPU through a local RenderingDevice, which the Compatibility renderer does not have |
| Platforms | macOS, Windows and Linux editors and games. Development and measurement happen on macOS |
| Web | not supported |
Only baking needs the GPU compute path. A map baked under Forward+ displays under Compatibility, a little darker in the shadows (checked on macOS with OpenGL 3); there the lightmap tool says it cannot bake and its bake buttons are off.
The addons
| Folder | Needs | Ships in a game |
|---|---|---|
hammerite-core |
— | always |
hammerite-editor |
core | if players edit maps; optional otherwise |
hammerite-audio |
core; editor for its tool | if you use it |
hammerite-nav |
core; editor for its tool | if you use it |
Each addon comes as its own zip, hammerite-<addon>-<version>.zip, holding addons/<addon>/: unzip
the ones you have into your project's root.
- Copy the folders to
res://addons/, keeping their names:res://addons/hammerite-core,res://addons/hammerite-editorand so on. The addons refer to their own files by those paths, so a renamed or nested folder does not load. - Open the project in Godot and enable the plugins in Project > Project Settings > Plugins, core
first. Each adds its autoload (
Hammerite,HammeriteEditor,HammeriteAudio,HammeriteNavigation). Core also declares the shader globals its materials read; your own values for any of them are left alone. - The first import of a project prints a few shader compile errors, once: Godot imports before any plugin can declare the globals. Reopening the project is clean.
Hammerite adds no input actions and no project settings of its own beyond those.
Shipping a game. Core carries the Inter typeface, which a game exports with it, and the SIL Open
Font License it is under asks that its licence go wherever the font does. Godot exports no .txt file
it is not told to, so add addons/hammerite-core/inter-OFL.txt to your export preset's
Filters to export non-resource files/folders (include_filter).
Next
- Getting started: a map in your game, with the editor over it.
- Troubleshooting if something on the way did not go as described.