Exporting to Godot 4
Godot 4 imports glTF natively, so the whole path is short: export a GLB with the Godot preset and drop it in the project.
Export and import
Pick the Godot target in the export dialog, then in Godot:
- Copy the
.glbinto your project (anywhere underres://). - Godot imports it as a PackedScene - instance it in your scene like any other.
- That is it - there is no filtering setting to change. The export declares a nearest-neighbour sampler, and every vertex of a colour samples the exact centre of one texel in a palette strip, so there is nothing for a filter to blur.
Scale and orientation
The Godot preset exports at 0.1 units per pixel, so a 32-pixel-tall sprite becomes 3.2 units - roughly character-sized in a metric project. glTF is y-up and right-handed, which is exactly what Godot expects, so nothing needs rotating on import.
Collision shapes
Enable Add collision shape before exporting and pick a shape - box, sphere, capsule or convex hull. The generated node follows Godot's -colonly naming convention, so Godot converts it into a real collision shape at import time instead of leaving you a stray mesh.
The importer plugin and live link
The Godot plugin ships in the pixemboss repository. Once installed it adds a dock that pulls assets from a stable URL, so you re-import with one click instead of re-exporting by hand.
Use Publish for engine on a saved project to get that URL. Live-link is on by default: every time you save the project, the published GLB updates itself, and the plugin's auto-refresh picks it up. Builds that produce an identical file are skipped, so nothing churns.