Use GLTF/GLB
Best FormatNative support with materials, textures, animations. Drag file to FileSystem.
Asset Pipeline Guide. Import art, audio, models, and textures with settings that stay readable as the project grows.
Godot imports an asset the moment the file lands in the FileSystem dock and writes
its settings next to it in a small .import file. The original file stays
the source of truth: edit it in Blender, Aseprite, or Audacity, save, and the editor
re-imports automatically. Coming from Unity, think of the Import dock as the
Inspector's import settings without the Library cache; coming from Unreal, there is
no separate reimport dialog to remember.
The 42 tips below are grouped by asset type. Each one names the panel, node, or import option where the change is made, so you can find it in the editor rather than search the docs. Set a preset once per folder for formats you use often, then override individual files only when they need it.
Best FormatNative support with materials, textures, animations. Drag file to FileSystem.
Double-clickOpen as New Inherited Scene, save as .tscn for full control.
FBX2glTFSet path in Editor Settings → Importers. Or convert in Blender first.
Import SettingsBlender = meters, Unity = cm. Adjust scale multiplier.
Physics TabGenerate Trimesh (accurate) or Convex (fast) shapes.
Animation TabEnable loop for idle, walk, run. Set in import settings.
4.6+ FeaturePrimitive meshes (Box, Sphere, Cylinder, Capsule) now auto-generate matching CollisionShape3D.
Betsy GPUGodot 4.6+ uses GPU-accelerated Betsy texture compression. Up to 2x faster 3D texture imports.
Mesh LODImproved LOD: component pruning preserves multi-part mesh shapes during simplification.
AudioStreamPlayerNo position — UI clicks, background music.
AudioStreamPlayer2DVolume by camera distance. Great for 2D games.
AudioStreamPlayer3DFull spatial audio with attenuation.
Bottom PanelCreate Music/SFX/Voice channels for volume control.
AutoloadAdd AudioStreamPlayer to autoload scene.
Bus → Add EffectReverb, EQ, Limiter, Filter per channel.
Add NodeOne per scene. Controls sky, fog, ambient, post-fx.
PanoramaSkyMaterialDrag .hdr/.exr file. Free at polyhaven.com.
ProceduralSkyMaterialDynamic day/night linked to DirectionalLight3D.
EnvironmentACES = realism, Filmic = cinematic. AgX gained agx_white & agx_contrast controls in 4.6.
EnvironmentVolumetric (realistic) or Distance (fast).
SDFGI/VoxelGIBeautiful indirect light. GPU intensive.
4.6+ FeatureScreen-Space Reflections rewritten: better roughness, stability, half-res mode for performance.
4.6+ ChangeGlow now blends before tonemapping. Default mode is Screen. More natural bloom.
GPUParticles2DGPU-accelerated. Thousands of particles.
GPUParticles3DSparks, fire, smoke, magic in 3D.
ParticleProcessMaterialGravity, velocity, scale, color over time.
RecipeUpward velocity + Yellow→Orange→Red→Gray.
RecipeSlow rise, expand scale, fade alpha.
Draw PassesQuadMesh with custom particle texture.
Add NodeCanvas for painting tiles. Multiple layers.
InspectorNew TileSet → opens bottom panel editor.
+ AtlasDrag PNG, set tile size. Auto-splits.
Physics LayerDraw collision shapes per tile.
TerrainsSmart connections. Tiles match neighbors.
YATI PluginImport .tmx with collisions & data.
Drag FilePNG/JPG auto-imported. Click for settings.
Filter: NearestCrisp pixels, no blur. Essential for retro.
Repeat: EnabledFor floors, walls, seamless patterns.
StandardMaterial3DAlbedo, normal, roughness, metallic.
VisualShaderNode-based editor. Connect visually.
ColorRect + ShaderCRT, blur, vignette, color grading.
4.6+ GPUReflection/light probes use octahedral maps. Less GPU computation, faster rendering.
Before jumping to the next page, turn the idea into one tiny scene or script. That is where the Godot habit sticks.
Import settings still matter, even when files appear instantly.
Godot is lighter, but naming and folder discipline replace a lot of tooling.
Use predictable folders, import presets, and Resources for reusable data.
Create folders for art, audio, scenes, scripts, resources, and UI before importing.