HammerForge Install + Upgrade¶
Last updated: August 22, 2026
This guide covers installing, upgrading, and recovering HammerForge for Godot 4.7+ and configuring the project-scoped Godot MCP used by contributors to this repository.
Requirements¶
- Godot Engine 4.7 stable or newer.
- A 3D scene in your project to host
LevelRoot.
Install HammerForge¶
- Copy
addons/hammerforgeinto your project. - Enable HammerForge in Project → Project Settings → Plugins.
- Open any 3D scene. In the empty-state banner, choose Create Starter for a floor, sunlight, and player spawn, or Create Empty for only
LevelRoot. - Verify HammerForge appears in the main-screen switcher at the top of the editor, beside 2D, 3D and Script, wearing the HammerForge mark. Opening it shows the Console.
- Verify the left dock is titled HammerForge and shows Build, Paint, Objects, and Test, with Draw, Select, Paint, More, and Help in the primary toolbar.
- Draw a brush, then use Test → Test Level (Bake + Play) to verify the complete workflow.
An intentional left-click with Draw active can create an empty root. Camera navigation, right-clicks, and other passive viewport input do not modify the scene.
Upgrade¶
- Close Godot.
- Back up your project, including
.hfleveland.hfprefabfiles. - Replace the existing
addons/hammerforgefolder with the new version. - Reopen the project and re-enable the plugin if prompted.
- Open a level and run Test → Check Only, followed by Test Level, to verify validation, bake, and play.
Project-Scoped Godot MCP (Repository Contributors)¶
This repository vendors Godot MCP Native v1.0.8 in addons/godot_mcp and enables it in project.godot. The server binds to loopback port 9080, rejects unauthenticated requests, and does not allow remote clients. Codex client state under .codex/ is deliberately ignored so machine-specific settings never enter version control.
The authentication token is local user state. Never place it in .codex/config.toml, documentation, a shell script, or any committed file.
- In Godot, open the Godot MCP panel and ensure the server is running on
127.0.0.1:9080with authentication enabled. - Create a local
.codex/config.tomlwith the following client definition:
[mcp_servers.godot_mcp]
enabled = true
required = false
url = "http://127.0.0.1:9080/mcp"
bearer_token_env_var = "HAMMERFORGE_GODOT_MCP_TOKEN"
startup_timeout_sec = 15.0
tool_timeout_sec = 300.0
- Copy the configured token into a user-scoped environment variable from PowerShell:
[Environment]::SetEnvironmentVariable("HAMMERFORGE_GODOT_MCP_TOKEN", "<same token configured in Godot MCP>", "User")
- Restart Codex so it inherits the new environment variable.
- Confirm the project MCP client connects. A request without the token should return HTTP 401; an authenticated MCP
initializerequest should succeed.
Godot stores MCP preferences and verification state under user://; these files and screenshots are intentionally ignored at the repository root. If port 9080 is already occupied, stop the other Godot MCP instance or assign a different port consistently in both Godot and your local client configuration.
Cache Reset (Recovery)¶
If the plugin fails to load, the dock is missing, or tools behave incorrectly:
- Close Godot.
- Delete the project cache folder
.godot/editor. - Reopen the project and enable the plugin again.
- If resources still look stale, delete
.godot/importedand reopen.
For MCP connection failures, first confirm that Godot is still open, the server reports port 9080, and HAMMERFORGE_GODOT_MCP_TOKEN is present in the process environment. Do not disable authentication as a workaround.
Compatibility Notes¶
- HammerForge targets Godot 4.7+.
- New
.hflevelfields are backward compatible; missing keys fall back to defaults. .glbexport requires a successful bake first.- The vendored MCP addon is development tooling and is not required when distributing a game built with HammerForge.
Migration Checklist¶
- Back up the project and authored level/prefab files.
- Open a level and run Test → Check Only; apply offered fixes deliberately.
- Save the level to persist newly introduced fields.
- Run Bake Only and Test Level to confirm geometry and runtime behavior.
- Export a
.glbif your downstream pipeline depends on it.