Working with Liminal Editor

Liminal Editor is split into two addons that work together:

Both must be installed and configured to use the workflow end-to-end. See Quickstart for setup steps.


Levels Are Built from Two Object Types

Liminal Editor distinguishes two kinds of objects in a level:

Type What it is Example
GEO Static geometry. Walls, floors, props that exist purely as meshes. Liminal generates collision for these on import. A floor plane, a column, a desk mesh
ENTITIES Anything with gameplay relevance. Entities map to scenes or scripts on the Godot side and have configurable properties. A monster spawner, a moving platform, an interactive door

This split lets level designers stay in Blender for layout while game logic lives in Godot scenes. Designers configure entity properties in Blender's property panel, and Godot wires them up at import time.


Hierarchy Round-Trips Cleanly

The Godot addon imports .lm files by walking the glTF node tree. The hierarchy of collections, parented objects, and naming you produce in Blender is recreated as a Godot node tree. Group objects in Blender (e.g. by room or floor) and the same grouping appears in the imported scene.


Collision Is Generated Automatically

You do not author collision shapes in Blender as separate objects. Each GEO mesh has a collision type that the Godot importer reads and turns into a collision shape, parented under a shared StaticBody3D per level. See Building Levels for the full list of collision types.


Live Workflow

The typical loop while building a level:

  1. Edit in Blender.
  2. Click Export Level.
  3. Switch to Godot. The .lm file is re-imported.

Enabling Auto Reload on the LMMap node makes step 3 happen without manual intervention - the level updates within seconds of an export.