Assets to Godot — a community asset browser and workspace for the Godot editor: browse, organize and import free CC0 3D models, PBR materials, textures and HDRIs from BlendKit, Polyhaven, ambientCG and your own drives, without leaving the editor.
Assets2Godot is a free, open-source (GPLv2) Godot 4 editor plugin and asset manager that turns the editor into an asset browser and staging ground for multiple sources at once — free CC0 game assets (3D models, PBR materials, textures, HDRIs) plus your own library:
- BlendKit tab — the full upstream Blendkit for Godot experience:
search, filters, plans/login, downloads into
Assets2Godot/bk_assets/(needs the bundledbk_clientdaemon). - Polyhaven + ambientCG tabs — the public CC0 catalogs (models, materials, textures, HDRIs, brushes, decals, atlases) in pure GDScript — no account, no daemon.
- Your own library — a local index over external asset folders,
project files and open-scene resources. Files stay where they are;
staging into
res://imported_assets/<asset_name>/is always explicit. - Drag & drop into the scene — drop a provider card into the 3D viewport: models place at the hit point behind a live ghost preview, materials and textures assign to the mesh under the cursor, HDRIs apply to the WorldEnvironment and terrain/decal map-sets land as textured planes — every drop one undoable action. Dropping onto the FileSystem dock downloads into the project instead.
- Right-click any provider card for a compact quick-download tile (format picker + one-click download).
All provider downloads land under res://Assets2Godot/<provider>/ — one
shared, gitignored parent next to your project files.
Status: experimental (alpha) — the core surfaces work; expect rough edges. The A2G button overlays an organization surface (collections, favorites, batch ops — see Roadmap).
- Godot Engine 4 (4.4+; CI tests 4.4.1 and 4.7.x) — Windows, Linux, macOS (x86_64, arm64)
- Recommended: Blender for
.blendassets and HDR/material conversion bk_clientships inside the full release ZIP; the*_nobin.zipvariant downloads the pinned client on first run (the Godot-store variant). Only the BlendKit tab needs it.
Download the ZIP from Releases or itch.io, extract into your project root, then Project → Project Settings → Plugins → enable Assets2Godot. The workspace appears in the editor's top bar next to Asset Store.
Upgrading: delete addons/assets2godot/, then install the new version.
Requires Python 3; Go only for --from-source.
git clone https://github.com/ikonnow/Assets2Godot.git
cd Assets2Godot
python dev.py build # client binaries + plugin → out/assets2godot_vX.Y.Z.zip
python dev.py # all commands (test, e2e, launch-status, ...)The repo is itself a Godot project — open it in the editor to hack on
the plugin. The dev branch carries the full dev tooling — architecture
notes, provider specs and test suites (none of it ships to main).
- Organization overlay — collections, favorites, multi-select and batch import across providers
- More providers — the provider contract is documented in
docs/specs/remote-providers.mdon thedevbranch - Client signing — signed
bk_clientbinaries (today's unsigned builds trigger expected Gatekeeper/SmartScreen warnings)
Assets2Godot is Free and Open Source Software under GPLv2.
It is based on Blendkit for Godot
by Jakub Ruzicka and Andreas Gajdosik (BlenderKit s.r.o.) — upstream
history, license and notices are preserved. The bk_client helper is a
fork of BlenderKit/bk_client.
Provider logos: Poly Haven per their
API terms, ambientCG per its brand
guide — see addons/assets2godot/logo/LICENSE.
Assets2Godot is maintained in my spare time. If it saves you time, you can support the work voluntarily via ingmar.konnow.de/support (Stripe, any amount — donations are appreciated, not required, and don't entitle you to support or priority).
For bugs and feature requests, please use
GitHub Issues — the
better the description, the easier the fix. For professional collaboration
(migrations, pipeline work, Unreal→Godot tooling), reach out via
ingmar.konnow.de or ingmar@konnow.de.
Related project: UE2Godot — an Unreal Engine 5 → Godot 4 exporter that keeps levels playable (lights, collision, volumes, audio arrive as working Godot nodes, not a flat mesh dump).
Contributions are welcome — please open an
issue first so we can
align on scope, then send a pull request against the dev branch.
