blender is your level editor now
Features
Liminal Editor isn't just an export plugin - it's a cohesive pipeline connecting Blender and Godot around the thing level design actually demands: fast iteration. Adjust a room, move a trigger, resize a platform. Export. Godot catches up in seconds.
All the fiddly setup just handles itself. You get to spend that time on the actual level.
Liminal is for level creation. It doesn't interfere with how you bring in character models, props, or other 3D assets. Your existing import workflows stay as they are.
Liminal handles entities, not just meshes. An entity is anything in your Godot project with gameplay relevance: enemies, spawn points, triggers, doors, pickups.
The Godot addon picks which subscenes and node types to expose. You mark them in code or through the UI. The Blender addon reads those definitions and makes the entities available in the scene.
In Blender, entities work like any other object. You move, duplicate, parent, and snap them the same way. They sit alongside your geometry in the same scene.
This means you place gameplay objects where they belong while you build the level. You don't switch to Godot to position a spawn point or a trigger.
Liminal brings a property editor to Blender that works like the one you know from Godot. Expose only those properties that make sense for your entity.
Link entities together directly in Blender to define scripted behaviors. A button that opens a door, a trigger that spawns an enemy - wire it up in the scene
Create highly customizable gizmos that will tell state of your entities at a glance.
Build your entities and gizmos using powerful Entity Wizard tool. Prefer coding? No problem - there is an api for it too!
You assign a collision shape to any mesh from inside Blender. Box, Sphere, Convex, Concave - you pick what fits. There are no name-suffix conventions to remember and no extra collision objects sitting in your scene.
On import, Godot reads the choice and builds the matching physics nodes. No need to set up StaticBody and CollisionShape nodes by hand.
Each shape is color-coded by performance cost in the viewport. Green is cheap, red is expensive. You can see which meshes are pulling weight before profiling tells you.
World-align UVs with a single click. Pan, rotate, and scale UV coordinates directly in the viewport - no need to open Blender's UV editor for routine adjustments.
Simple transformations stay simple. Liminal keeps common UV operations fast so you're not navigating Blender's full UV toolset every time you need to tweak a wall texture.
Materials are pulled from your Godot project. The Godot addon generates a preview for each one, custom shaders included, and exposes them through Blender's Asset Browser.
You apply a material by dragging it onto a mesh in the viewport. The same flow works for any object in the scene.
On import, Liminal reuses the existing materials by reference. It doesn't create copies or duplicates, so your Godot project doesn't accumulate stray material resources.
Group geometry and entities into a Blender collection, then place instances of that collection across your level. A modular room section, a prop cluster, a set piece you reuse - collections keep the authoring side organized and modular.
On import, Godot preserves the instance relationship. The geometry is shared between instances rather than duplicated, which keeps memory use and build size down.
The result: the way you organize work in Blender lines up with how the engine stores it. Standard Blender practice gives you a leaner game without extra steps.
Download
Build great levels directly in Blender. The Liminal Editor Blender addon brings a full entity system, level configuration, and direct export into your Godot project - all without leaving Blender.
The Godot plugin required for importing levels built in Blender.
Drop it into your project's addons folder and enable it in Project Settings.
Required alongside the Blender addon.
Playable sample levels with full source .blend files. A hands-on reference
showing how levels are structured, lit, and wired up using Liminal Editor.
Great starting point for new users.
FAQ
Get support, share your levels, and follow development as it happens.
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