Integrations

Hydrilla for Godot 4

Bring Hydrilla GLB into Godot 4 projects. The editor plugin generates through the API with your key and listens on the Bridge for models sent from Studio, so both routes end in the same folder.

Godot reads glTF natively, which makes it a natural fit for generated assets. The plugin adds a dock to the editor, so small teams and solo developers can generate the props a scene needs without leaving the project.

Install

The plugin follows Godot's standard addon layout and is enabled from Project Settings.

  1. Download the plugin and copy addons/hydrilla into your Godot project.
  2. Open Project Settings > Plugins and enable the Hydrilla plugin.
  3. Open the Hydrilla dock and add your hyd_live_ key.
  4. Generate from the dock, or listen on the Bridge for Studio sends.

Where models land

Imported meshes land under res://hydrilla/, so every generated asset sits in one folder you can move or version. Keeping them together makes it simple to review what was generated, commit it alongside your scenes, or swap a stand-in for a finished asset later.

Check the import

Godot 4 works in meters with Y up, like GLB, so models usually arrive at the right scale and orientation. Compare the first one against a one-meter box, and see the units table and the import guide if anything looks wrong.

Generate inside the editor, and keep every asset in one versioned folder.