Game Engine Bridges Bundle
RELEASE HISTORY
Universal Bridge: Godot — Release history
Join the Discord — Questions, Support & 10% CouponAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.
3.0.9
FIXED
A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.
3.0.8
ADDED
Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.
3.0.7
ADDED
Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.
3.0.6
FIXED
Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.
2.26.0
ADDED — BUILDING THE LEVEL IN BLENDER
Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.
Place Asset searches every model in the project and drops one at the 3D cursor.
Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.
Scatter on Surface covers the selected meshes with copies of the active proxy.
Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.
Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.
Snap Selected to Grid, with saved Grid Snap Presets.
Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.
Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.
Revert to Godot and Unload Level.
ADDED — WHERE THINGS LAND
Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.
Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.
Import Presets — save a combination under a name and apply it later.
Pivot: Base Center, so props sit on the floor where you drop them.
Add Socket — a SOCKET_<name> empty Godot keeps as a transform.
ADDED — MORE WAYS TO SEND
Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.
Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.
Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.
ADDED — THE VIEWPORT CARD
The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.
ADDED — KEEPING THE PROJECT TIDY
Restore Version puts an earlier copy of an asset back into the project.
Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.
Preflight Check, Change / Use / Forget Project, and the panel layout wizard.
FIXED
Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.
Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.
2.0.1
FIXED
A maintenance release. No button, setting or module changed from 2.0.0.
2.0.0
ADDED
Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.
Get from Godot — a glTF Godot exported, back into Blender in one click.
Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.
Open Godot and Open Export Folder.
Install Godot Plugin — the optional editor plugin, copied into the project in one click.
Tachyon Studio
Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
RELEASE HISTORY
Universal Bridge: Godot — Release history
Join the Discord — Questions, Support & 10% CouponAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.
3.0.9
FIXED
A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.
3.0.8
ADDED
Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.
3.0.7
ADDED
Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.
3.0.6
FIXED
Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.
2.26.0
ADDED — BUILDING THE LEVEL IN BLENDER
Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.
Place Asset searches every model in the project and drops one at the 3D cursor.
Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.
Scatter on Surface covers the selected meshes with copies of the active proxy.
Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.
Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.
Snap Selected to Grid, with saved Grid Snap Presets.
Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.
Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.
Revert to Godot and Unload Level.
ADDED — WHERE THINGS LAND
Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.
Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.
Import Presets — save a combination under a name and apply it later.
Pivot: Base Center, so props sit on the floor where you drop them.
Add Socket — a SOCKET_<name> empty Godot keeps as a transform.
ADDED — MORE WAYS TO SEND
Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.
Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.
Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.
ADDED — THE VIEWPORT CARD
The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.
ADDED — KEEPING THE PROJECT TIDY
Restore Version puts an earlier copy of an asset back into the project.
Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.
Preflight Check, Change / Use / Forget Project, and the panel layout wizard.
FIXED
Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.
Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.
2.0.1
FIXED
A maintenance release. No button, setting or module changed from 2.0.0.
2.0.0
ADDED
Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.
Get from Godot — a glTF Godot exported, back into Blender in one click.
Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.
Open Godot and Open Export Folder.
Install Godot Plugin — the optional editor plugin, copied into the project in one click.
Tachyon Studio
Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
RELEASE HISTORY
Universal Bridge: Godot — Release history
Join the Discord — Questions, Support & 10% CouponAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
The releases that changed something, newest first. Each entry is checked against the build that was actually shipped: the add-on carries its whole feature set in one file, so what a version registers is a matter of record rather than of memory. Maintenance releases that moved this bridge on in no way are left out.
3.0.9
FIXED
A clean Preflight was counted as one problem. Preflight leaves a "No issues found." line behind when it finds nothing, so that an empty list can go on meaning "it has not run". The card counted that line as a finding: after a clean check it drew a red "1 preflight issue(s)" warning and added one to the count of things needing attention, with nothing wrong.
3.0.8
ADDED
Live Sync. Every edit crosses to Godot on its own — no Push, no button. Press it again to stop. It needs the editor plugin and Godot open on the scene.
3.0.7
ADDED
Material Kind — Lit or Unshaded. Choose which Godot shader the imported material uses, instead of always taking the lit one. An unshaded material is what UI, flat-colour and stylised work actually wants, and converting it by hand in the engine was the only way to get one.
3.0.6
FIXED
Materials with more than one slot now bring their textures. If a mesh had two or more material slots, textures were copied for the first material only and the rest were silently skipped. Every slot is handled now.
2.26.0
ADDED — BUILDING THE LEVEL IN BLENDER
Pull Level / Push Level. The open Godot scene comes into Blender as light proxies; you lay the level out with Blender's own tools and push it back as one undo step in the editor.
Place Asset searches every model in the project and drops one at the 3D cursor.
Paint Proxies drops copies under the mouse as you click across a surface, with brush jitter.
Scatter on Surface covers the selected meshes with copies of the active proxy.
Array to Point — a ghost copy you drag to where the run should end, with the copies appearing in between. Count, direction, include children, and either linked duplicates or one merged object.
Drop to Floor, Randomize Transform, Swap Scene, Realize Arrays.
Snap Selected to Grid, with saved Grid Snap Presets.
Save / Apply / Delete Layout Snapshot — remember where every proxy is, under a name.
Select in Godot, Select Changed and View from Godot, so the two applications agree on what you are both looking at.
Revert to Godot and Unload Level.
ADDED — WHERE THINGS LAND
Folders. The project's folder tree, read and used for routing: Mark Folder, Send Here as a per-object override, a collection's own folder, Move to Marked Folder, Select Assets, Rescan Folders.
Import Options written into the asset's .import file — Import Scale, Generate LODs, Shadow Meshes, Compress Mesh, Light Baking, Animation FPS — so Godot imports it that way the first time. The file is merged, not replaced, so the uid:// other scenes reference survives.
Import Presets — save a combination under a name and apply it later.
Pivot: Base Center, so props sit on the floor where you drop them.
Add Socket — a SOCKET_<name> empty Godot keeps as a transform.
ADDED — MORE WAYS TO SEND
Send Batch, Send as One, Each Collection, Send Scene, Send This Collection, Send All Assets and Send Scene Layout.
Send Textures — the materials' texture files travel with Send instead of waiting for a second button — plus Update Textures Only, Send Texture Folder and Setup Textures in Blender.
Pull Painter Textures — a texture set Substance Painter exported, wired into the Blender material and copied into the Godot project in one action.
ADDED — THE VIEWPORT CARD
The whole bridge as a card in the 3D View, with an animated explanation beside any control the pointer rests on, search, Favorites, a mini mode and its own colours. Either interface switches to the other with a button.
ADDED — KEEPING THE PROJECT TIDY
Restore Version puts an earlier copy of an asset back into the project.
Move Strays Aside moves model files nothing in this .blend could have written into .ub_history/strays. Nothing is deleted.
Preflight Check, Change / Use / Forget Project, and the panel layout wizard.
FIXED
Save Preset did nothing at all — there was nowhere for a preset to be kept, and the code that wrote it raised.
Root Node was a setting the panel showed and nothing read. It now names the imported scene's root.
2.0.1
FIXED
A maintenance release. No button, setting or module changed from 2.0.0.
2.0.0
ADDED
Send to Godot — the selected meshes as glTF (.glb) straight into the project folder, which Godot imports natively the moment the editor gets focus.
Get from Godot — a glTF Godot exported, back into Blender in one click.
Detect Godot — every Godot build on the machine, newest first, with a version picker and a custom executable path.
Open Godot and Open Export Folder.
Install Godot Plugin — the optional editor plugin, copied into the project in one click.
Tachyon Studio
Join the Discord — Questions, Support & 10% CouponMore by Tachyon StudioAsk the developer directly, and pick up your 10% discount coupon for your next add-on.
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