personcraft
Godot 4 guide

Use a PersonCraft 3D character in Godot 4

Follow the real workflow from a character you designed to a small playable project. This guide also explains what the current export does and what it does not do.

Kira, a PersonCraft character reference for a Godot project

By PersonCraft · Updated October 2, 2026

What you need before you start

Create and train a character in PersonCraft, then use the 3D conversion flow to prepare a rigged humanoid GLB with animations. The Godot starter export appears when that 3D generation is ready. You need Godot 4.3 or newer and an internet connection the first time the project loads its character.

Download and open the project

Open the ready 3D asset in your PersonCraft library and choose “Download Godot project.” Extract the ZIP, open Godot, select Import, and choose the included project.godot file. Press F5 to run the main scene. The starter scene has a camera, a simple floor, a crystal goal, and a status panel.

Test movement and your character

Move with W/A/S/D or the arrow keys, jump with Space, and walk to the crystal. The project downloads the GLB from its PersonCraft asset URL when it starts; it does not copy the model into the ZIP. Keep a separate copy of the GLB from the library for your archive, and expect the project to need internet access. If a stored source URL expires, download the GLB again and update the URL in scripts/character_loader.gd.

Adjust height, scale, and animation

If the character sits too high or low, edit model_offset_y in scripts/character_loader.gd. If it looks unusually large or small, adjust model_scale. The template looks for animation names containing “idle” and “walk”; other animation names may need a manual mapping. Check the model’s feet, capsule collision, and camera framing in the Godot editor before building on the prototype.

What this starter project does not generate

This download is a one-objective starter prototype, not a complete game made from any idea. It does not create custom levels, combat, inventory, sound, environment art, save systems, or export builds. It also does not create a Unity project. The PersonCraft MCP tool can return the same Godot starter files to an AI client, while a separate Godot MCP integration is needed to write them into or edit a local project.

Keep going with the official Godot references

The template uses Godot’s GLTFDocument API to load the GLB and HTTPRequest to fetch it. These official references explain the APIs to customize the loader. The Godot use case page gives a short overview of the current integration.

Official references: GLTFDocument · HTTPRequest · Godot use case

Ready to make a character? Start in PersonCraft

Use a 3D character in Godot 4: PersonCraft guide