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 (Apple silicon and Intel), Windows x86_64 and Linux x86_64 editors and games: Hammerite's native library is built for those, in hammerite-core/bin/, and core does not load without it. Development and measurement happen on macOS
Web not supported: the native library is not built for it

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 packages

Hammerite is four addons with one native library between them, so it comes as two packages, each its addons' folders with the library built for exactly those:

Package Folders For
hammerite-runtime-<version>.zip hammerite-core, hammerite-audio, hammerite-nav a game whose players never open the map editor
hammerite-full-<version>.zip those and hammerite-editor a game that ships the editor, and making maps

Beside them, hammerite-docs-<version>.zip is this documentation, the example project with the full package in it, tools/migrate_to_2.sh for a project coming from 1.x, and the native library's source, native/, with BUILDING.md saying how to build it yourself. It goes nowhere in your project.

Addon What it is
hammerite-core the world: maps, brushes, the compiler, lighting, entities. Holds the native library, in bin/
hammerite-editor the map editor, in the game or over it
hammerite-audio sound propagation through the compiled world; its editor tool needs the editor
hammerite-nav navigation derived from the compiled world; its editor tool needs the editor

A package is installed whole. Its library has the classes of its folders and no others, so a hammerite-editor folder beside the runtime package's library has none of its classes, and a full library without hammerite-editor is missing a folder; either is said in an error as the project starts. To go from one to the other, replace all of the folders with the other package's. An addon you do not use - audio, say - can stay installed with its plugin disabled: it costs nothing until it is enabled.

  1. Unzip the package into your project's root, so its folders are in res://addons/, keeping their names: res://addons/hammerite-core, res://addons/hammerite-editor and so on. The addons refer to their own files by those paths, so a renamed or nested folder does not load. Copy each whole: hammerite-core's bin/ folder and .gdextension file are the native library, and its THIRD_PARTY_NOTICES.md the licences of what is compiled into it, which a game ships with it.
  2. Open the project in Godot and enable the plugins you use 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.
  3. 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.

Coming from 1.x. Replace all four 1.x addon folders with one package's, then migrate the project before opening it: a .tres, .res or scene that 1.x saved does not load in 2.0 until it is. .hmap maps need nothing. Migrating to 2.0 says how, and what changed for a game's code.

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

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17