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Godot

Set up Godot, make a new Godot game or bring one you have, and what Ryuo adds to it.

Ryuo works with Godot 4.5 or newer, the free and open-source engine for 2D and 3D games. Ryuo is tested with Godot 4.7. Scripts are GDScript.

Set up Godot

Open Engines & setup in the left sidebar and choose the Godot card. Ryuo looks for Godot and shows what it found:

  • Godot 4.5 or newer is required. On a Mac or Windows PC, Install Godot 4.7.2 in Engines & setup downloads the official release from Godot's GitHub page, checks it against the checksum Godot publishes and installs it into Applications (on Windows, your Programs folder), showing its progress; you can cancel and resume it. Godot is free and open source (MIT). You can also download Godot from godotengine.org yourself (the standard build, not .NET) and unzip it. On a Mac, move Godot into Applications with Finder: Godot left in Downloads works too, but macOS then starts every game you play from a temporary copy of it, and setup reminds you to move it; on Windows, keep it in Program Files, your Downloads or Desktop folder, or install it through Steam. Download Godot opens the download page, and Ryuo notices Godot when you come back. If you keep Godot somewhere else, choose it in Settings → Advanced → Tool paths → Godot executable; on a Mac you can pick the Godot app itself.
  • Export templates are only needed to export your game. With Godot 4.7.2, Install templates in Engines & setup downloads and checks them for you (about 1.3 GB); otherwise, in Godot, choose Editor → Manage Export Templates, then Download and Install. Ryuo shows which platforms are installed for your Godot version.
  • Blender is optional, for modeling and game-ready meshes.

You can switch between Unreal, Godot and Unity at the top of the setup window at any time. Setting up Unreal or Unity also installs Godot 4.7.2 by default when you don't have Godot yet, so it's ready when you want it; choose Don't install on its row to leave it out.

Make a new Godot game

Choose + beside Games, then Create from scratch, pick Godot and choose 2D or 3D. Ryuo creates the game in about a second and opens it in Godot. It starts with:

  • a main scene with ground, a player you can move, and a camera that follows the player;
  • a player script written for Godot 4;
  • controls in the Input Map: move with A/D (or the arrow keys) and jump with Space, plus W/S to move forward and back in 3D;
  • the 2D game uses the Compatibility renderer, which also runs well on the web and older computers; the 3D game uses Forward+;
  • a .gitignore for Godot's cache and Ryuo's own files.

Bring a Godot game you have

Choose + beside Games, then Browse folder, and pick the folder that holds the game's project.godot. Ryuo shows the game it found, with its engine, before you choose Open game. The game appears under Games with the Godot logo.

What setup changes in your project

Ryuo runs setup each time you open the game or launch Godot. It:

  • copies Ryuo's addon into addons/ryuo_bridge;
  • turns on the addon and its small RyuoGame autoload in project.godot, keeping any other plugins you have on. The autoload only does something while you play the game from the editor; exported games include just this runtime part and none of the editor parts;
  • adds a .gdignore to .ryuo, the folder where Ryuo keeps checkpoints and generated files, so Godot never imports them.

Godot rewrites project.godot while the editor is open, so Ryuo only changes it while Godot is closed. If Godot is open, setup tells you to close it and leaves the file alone. Running setup again changes nothing that's already correct, and your own scenes, scripts and assets are not touched. Settings → Advanced → Setup details shows each step.

Work in Godot from Ryuo

Opening or creating a game only sets it up; Godot starts when you choose Launch Godot in the Godot tab, or when the agent needs it while it's closed, in which case the agent opens it for you. Godot then opens inside Ryuo, in the Godot tab, the same way Unreal does (on a Mac, Ryuo needs Accessibility access to move Godot's window). Live editor in the status bar turns green once Ryuo is connected to Godot. A Godot you opened yourself, even by double-clicking project.godot, is found and docked too. Drag a creation from Generations onto the Godot tab to put it in the scene where you drop it: a model, sprite or sound is placed at that point of the 2D or 3D view, and a material goes on the mesh under it. Closing Ryuo saves your scenes in Godot and closes it, unless you turn off Linked.

While Godot is connected, the agent can:

  • write GDScript and scenes, then check every script in Godot and fix the errors it reports by file and line;
  • look at the scene you are editing, and play the game: it holds keys for real frames, takes screenshots and reads the game's output and errors;
  • run small GDScript snippets in the editor or in the running game to set things up or check a value;
  • bring generated and free images, models, sounds, sprites, tilesets, materials and cutscenes into res://ryuo/, and check that Godot imported each one; models get collision from their import settings, a convex shape per mesh unless you ask for none or a closer fit;
  • turn a generated 3D model (rigged and animated by Tripo) or a rigged GLB or FBX of your own into a character scene: a CharacterBody3D with collision, its idle animation and a ragdoll it can switch to;
  • make that character the player in your main scene: walking and running with the WASD or arrow keys and Shift, jumping with Space, a follow camera and animations that match the movement, without changing the character itself;
  • restart Godot when it needs to reload plugins or autoloads, and force quit it if it freezes, after asking you.

When you or the agent play the game, it runs inside Godot's Game screen in the Godot tab rather than in a window of its own, and Godot goes back to the screen you were on when the game stops. Ryuo sets this when it launches Godot; Godot's own Embed Game on Next Play option in the Game screen changes it until the next launch. A game set to start maximized or full screen (Project Settings → Display → Window → Mode) still opens in its own window, because Godot can't show those inside the Game screen.

Only one copy of your game runs at a time. Pressing Play while the game is already running and nothing changed keeps that game instead of starting another, and the agent's play-tests use it too. Once the project changes (the agent edits a script, a scene or an asset, you save in Godot, or you change a file outside Godot and switch back to it), the running game closes, so the next Play shows the change. When Godot closes, whether you quit it, Ryuo closes it or it crashes, its game closes too.

Some things work differently from Unreal for now. The agent doesn't see or click Godot's menus and dialogs that open in their own windows. C# (Godot .NET) scripts aren't checked. Cutscene videos must be Ogg Theora (.ogv) files. A model whose skeleton is scaled inside the file (common in FBX exports without applied scale) gets no ragdoll. Advanced rigging (moves filmed by a video model) is only available in Unreal. Godot can't run in the cloud.

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