# Godot Studio: Hermes Agent plugin

> Headless Godot 4 workflows for the agent game studio — godot_headless_check (script/resource validation via godot --headless, no editor needed), godot_export (CI builds from named export presets, e.g.

Canonical: https://hermeswatcher.com/plugins/godot-studio  
Tier: Community  
Official page (Nous Research): https://hermes-agent.nousresearch.com/docs/plugins/godot-studio  
Last updated in catalog: 2026-10-23

Headless Godot 4 workflows for the agent game studio — godot_headless_check (script/resource validation via godot --headless, no editor needed), godot_export (CI builds from named export presets, e.g. a Web build a playtester agent can load), godot_builds (export presets + artifact state: exists/size/modified — gallery data for re-export decisions and attaching fresh builds in chat), godot_setup (read-only install-state report for Godot/godot-ai/uv with the exact registration path). Complements the hi-godot/godot-ai MCP editor bridge by covering the verification and export leg of the loop; bundles the godot-studio skill teaching edit → verify → export → playtest. Ships an optional desktop half (unified package): a Godot version statusbar chip and a builds gallery pane backed by its own read-only dashboard API; opt-in, degrades gracefully when the backend is off. Tools register only when a Godot 4 binary is present (check_fn).

## Good to know before installing

Runs shell commands (godot --headless against the caller-targeted project; read-only godot --version in the desktop backend; read-only hermes mcp list in godot_setup); godot_headless_check and godot_export execute the target project's own GDScript (autoloads, main scene, export plugins) with no approval prompt — point them only at projects you trust; no network calls, no credentials, no telemetry, no background processes; exports write only inside the target project (the output path is resolved and confined to the project directory, existing files that aren't known export artifacts are never overwritten, and the default is the preset's own export_path from export_presets.cfg); the desktop backend reads export_presets.cfg and artifact metadata inside the project path the user configures in the pane.

From the plugin's catalog listing.

## How to install

1. Install it. Hermes asks for any API keys it needs, then asks whether to turn it on.

```bash
hermes plugins install godot-studio
```

2. Said no? Turn it on later:

```bash
hermes plugins enable godot-studio
```

3. Restart Hermes so it loads the plugin.

Some plugins also need a sign-in or settings: see the official page. Memory plugins ask whether to become your memory provider instead. Steps follow the official plugins guide: https://hermes-agent.nousresearch.com/docs/user-guide/features/plugins

## Facts

- Category: Coding & developer tools
- Maintained by: Foolafroos (Community)
- Needs: No API keys declared
- Adds tools: `godot_headless_check`, `godot_export`, `godot_builds`, `godot_setup`
- Requires Hermes: `>=0.21.5`
- Version: 0.2.1
- In the catalog since: 2026-10-23

## Links

- [Full setup and settings (official page)](https://hermes-agent.nousresearch.com/docs/plugins/godot-studio)
- [Source code](https://github.com/Foolafroos/godot-studio#readme)
- [All plugins](https://hermeswatcher.com/plugins.md)

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