Yes! GDSense is an AI-powered coding assistant built specifically for Godot Engine. It integrates directly into the Godot editor as a plugin, providing intelligent code suggestions, explanations, and assistance tailored to GDScript and Godot's node-based architecture.
What should I look for in an AI assistant for Godot?
Look for an assistant that works inside the Godot editor, accepts the scripts and scene context you choose, supports GDScript-focused explanations and edits, and lets you review proposed changes. GDSense combines those workflows with Standard, Thinking, and Max modes plus Agent Mode for multi-step tasks.
Does GDSense work inside the Godot editor?
Yes. GDSense runs in a dock inside Godot and supports GDScript chat, explanations, autocomplete, reviewed refactors, explicit project-context attachments, and Agent Mode for multi-step tasks.
Can AI write GDScript code?
GDSense can propose, explain, debug, and refactor GDScript based on your request and the context you attach. Treat generated code as a draft: review the diff, run the affected scene, and test the important gameplay paths before keeping it.
Install the GDSense plugin in your Godot 4.7 project. Once enabled, you'll have an AI assistant panel right in the editor. Use a function’s Explain button for that function, or attach selected code with @selection in Chat and ask for an explanation. Use Agent Mode when a task needs multiple connected steps.
What is GDSense?
GDSense is an AI-powered assistant for Godot Engine developers. It integrates directly into your Godot editor, providing intelligent code suggestions, explanations, and assistance to enhance your game development workflow.
How does GDSense work?
GDSense works inside the Godot editor. Ask a question or explicitly attach relevant code and scene information with @file, @scene, @openscript, @selection, or @node. Agent Mode automatically shares a shallow tree of file and folder path names so it can navigate, but that tree does not include file contents. On fresh Chat, Quick Edit, and Agent-start requests, AGENTS.md is the only project file content GDSense reads automatically. Retry preserves the original rules and context, and autocomplete does not use AGENTS.md.
Download the current plugin ZIP from your GDSense account, extract it so the project contains res://addons/gdsense/plugin.cfg, then enable GDSense under Project → Project Settings → Plugins. The current GDSense release targets Godot 4.7.
Yes. Install GDSense in the project's addons folder, enable it in Godot 4.7, and attach only the scripts, selections, scenes, or nodes relevant to your task. Keep the project in version control or backed up so every proposed change remains easy to review.
Features
How do I choose the right reasoning depth?
Pick Standard for fast everyday work, Thinking for deeper problem-solving, or Max for the hardest tasks. Choose the depth you need; GDSense handles the rest.
Modes are a simple way to choose how much reasoning GDSense puts into each request. Standard gives fast answers for everyday Godot work. Thinking reasons through trickier, multi-step problems before answering. Max goes deepest for your hardest, most important tasks. Pick the mode you need directly in the plugin.
Which AI models does GDSense use?
GDSense maps the public Standard, Thinking, and Max controls to a server-managed model lineup. The exact provider, deployment, or model identifier may change as routing, reliability, and quality evolve. Choose the mode by task difficulty and credit cost rather than relying on a permanent raw model name.
Yes. Choose Standard, Thinking, or Max for each task based on how much reasoning it needs. Modes above your current access level stay clearly locked until you upgrade.
What Godot workflows does GDSense support?
GDSense supports GDScript questions, explanations, autocomplete, reviewed refactors, explicit script and scene context, and multi-step Agent tasks directly inside the Godot editor.
How do I use GDSense to debug a GDScript error?
Reproduce the problem, copy the exact Godot error, and attach the failing script or selection. Add scene context only when node paths, signals, or attached scripts matter. GDSense can explain likely causes and propose a fix, which you should review and test against the same failure.
How can I refactor GDScript without changing its behavior?
Define the behavior that must stay the same, choose a focused selection or function, and state the refactoring goal. GDSense shows the original and proposed code in a review window before you apply it. Inspect the diff, then rerun the same scenes and edge cases.
Highlight any code in the script editor, then use the Quick Edit shortcut or choose Quick Edit from the context menu. The existing Refactor gutter icon remains available for whole functions, and every entry point uses the same diff review and apply-or-reject flow.
How do I give GDSense context from my Godot project?
Use @file, @scene, @openscript, @selection, or @node to attach the smallest set of relevant project evidence. Include the expected behavior and what happens instead. Focused context makes assumptions easier to spot and proposed changes easier to verify.
Can GDSense work across multiple scripts and scenes?
Yes, when you explicitly attach the relevant files and scenes. Agent Mode automatically shares a shallow tree of file and folder path names, but not their contents. On fresh Chat, Quick Edit, and Agent-start requests, AGENTS.md is the only project file content read automatically. Retry preserves the original rules and context, and autocomplete does not use AGENTS.md. Include only the scripts, scene structure, and nodes that directly affect the task.
Can res://AGENTS.md and my GDSense Settings rules coexist?
Yes. Settings rules apply first, then project rules from the optional res://AGENTS.md file apply second. Fresh Chat, Quick Edit, and Agent-start requests reread AGENTS.md; Retry preserves the original rules and context instead of rereading the file, and autocomplete does not use AGENTS.md. The server checks each rule source separately under the same server-enforced safety and length limits. On those fresh requests, AGENTS.md is the only project file content read automatically. Agent Mode automatically shares a shallow tree of file and folder path names, but the tree contains no file contents. Validation screens known-dangerous and oversized rules, but review AGENTS.md before using GDSense in an untrusted or newly cloned project. Normal Agent tool approvals still apply.
Will GDSense change my project files without permission?
Quick Edit and Refactor show a diff before you apply it. In an Agent run without active project rules, read-only tools can run automatically and project-changing tools ask for approval by default. When res://AGENTS.md project rules influenced the run and Skip approval prompts is off, every tool—including read, list, and search—requires approval. If you deliberately enable Skip approval prompts, eligible file and scene changes can run without per-action dialogs; project runs/tests, writes under res://addons/, and credential-bearing files remain specially protected. Keep the project in version control and review every result.
Yes. Use a function’s Explain button or attach selected code with @selection in Chat and ask for an explanation. You can also ask about nodes and signals, compare approaches, or discuss why a proposed change works. Check the answers against the running project and Godot documentation instead of copying them blindly.
Is GDSense useful for artists and solo game developers?
Yes. Artists can stay focused on characters, environments, animation, and game feel while getting help understanding and improving the GDScript behind their ideas. Solo developers can use the same in-editor workflows for explanations, debugging, refactoring, and multi-step tasks.
Will GDSense support other game engines?
Currently, GDSense is focused exclusively on providing the best possible experience for Godot Engine developers. We may explore other engines in the future based on user demand.
What is Agent Mode?
Agent Mode helps with multi-step tasks that need more than a single answer. It can plan a sequence, use supported tools, show visible progress and actions, and request approval for protected changes. You remain responsible for reviewing and testing the result. Agent Mode is available on Pro and Ultra plans.
Describe what you want to build or fix and attach the relevant context. GDSense works through the task iteratively while showing progress, tool actions, and any approval requests. It may ask for clarification when a decision needs your input. Agent Mode is included with Pro and Ultra plans.
Where can I see my credit balance and Agent totals?
The plugin dock shows your remaining balance and the actual credits billed for each completed turn. During Agent work, a live turn-and-credit total updates as work completes, followed by the final total. Standard costs 1 credit per request or turn, Thinking costs 5, and Max costs 10. Agent Mode adds no multiplier.
Failed Chat and Agent-start requests keep your full prompt available to Retry with the same mode and context. A request that fails before the AI service creates a response is refunded, so it is not billed. If a response was already created—or an Agent turn completed—the work can remain billed even if delivery later fails.
What tasks is Agent Mode best for?
Agent Mode excels at multi-step tasks like setting up player controllers, implementing game mechanics, debugging complex issues, refactoring code across multiple files, and any task that requires reasoning through multiple steps. For quick one-off questions, regular chat mode is still faster.
Pricing
Is GDSense free to use?
Yes. After you verify your email, GDSense automatically approves your account for Free access with Standard mode under the current access policy. Starter, Pro, and Ultra subscriptions provide access after payment confirmation and add progressively more credits and capabilities. See Pricing and Account for current subscription, price, and credit details.
Standard is available on every plan. Thinking unlocks on Starter and above. Max is available on Ultra. You can always see all three modes in the plugin — modes above your plan show a lock with a quick way to upgrade.
Do Thinking and Max modes cost extra?
Standard costs 1 credit per request or turn, Thinking costs 5, and Max costs 10. Those selected-mode costs apply to Chat, Quick Edit, Refactor, and each Agent turn; Agent Mode adds no multiplier. Explain uses a separately configured Explain path rather than the selected public mode, so this FAQ does not claim a fixed Explain cost. Autocomplete does not charge account credits and is tracked against its own monthly autocomplete cap.
Do unused GDSense credits roll over?
No. Unused credits do not roll over between monthly or billing periods. Account shows the current credits used and limit, while Pricing shows the current allotments. Unused credits and partial paid periods are not refundable except where required by law.
How do I change or cancel my GDSense subscription?
Open Account and choose Manage Billing to use the Stripe customer portal. Upgrades take effect immediately with proration; downgrades take effect at the next billing period. Cancellation stops future renewal, while paid access continues through the current paid period and then returns to Free access.
Declare the event on its owner, connect a receiver once, and emit the intended payload when the state changes. Initialize the receiver from current state instead of relying on a past event. If updates are missing or repeated, trace emissions, connections, and runtime instances separately.
Write a transition table, use an enum for mutually exclusive states, and route changes through one transition function. Keep per-frame movement separate from one-time entry and exit behavior. Test missing targets, repeated frames, and disabled states before adding a larger framework.
How do I find the clicked cell in a Godot TileMapLayer?
Convert the global mouse position into the TileMapLayer’s local space with to_local(), then pass that position to local_to_map(). Use map_to_local() and to_global() for the cell center in world space. Verify coordinates separately from TileSet IDs, terrain settings, and collision.
What should I check before sharing an exported Godot game?
Use export templates matching the editor, resolve the target preset’s requirements, and export to a separate output folder. Test the packaged game’s main scene, input, resources, scene transitions, and saving on the target platform. Share only redacted export errors when asking for help, never signing credentials or API keys.
GDSense v1.1 targets Godot Engine 4.7. Use the current Godot 4.7 stable release for the supported experience.
How do I update the GDSense plugin?
Download the current plugin ZIP from your GDSense account. Save your project, disable GDSense, close Godot, replace the complete res://addons/gdsense directory, reopen the project, and enable the plugin again. Replace the release as a whole instead of merging it over unknown old files.
Stop any Agent run, disable GDSense under Project → Project Settings → Plugins, close Godot, and remove only res://addons/gdsense. That does not delete user://chat_history.json, user://chat_history_backup.json, or history exports saved elsewhere. For sensitive cleanup, remove both user:// history files and intended exported copies through your operating system; clearing History, disabling the plugin, or deleting the addon alone is not complete privacy cleanup. Do not remove the entire addons directory.
What should I do when the GDSense plugin cannot connect?
Save the complete active key in Settings, then send a small Chat request—saving the value alone does not prove authentication. Check Account access and usage, read the exact plugin error, and isolate network, consent, rate-limit, or server failures. Never send an API key to support; share only sanitized errors and request or Agent session IDs.
What happens when I regenerate my GDSense API key?
Regeneration revokes the previous key and creates a new single active key. Every Godot project or machine still using the old value will fail authentication until you replace it. Copy the new key while Account shows it, update intended installations, and never place it in a prompt, support message, screenshot, or repository.
The plugin stores Chat and Agent history locally in Godot user:// as plain JSON, including full exchanges and enhanced context, and keeps a local recovery backup. GDSense does not describe that local history as encrypted or cloud-synced. Exported sessions are additional full-content JSON copies that you control.
A request sends your prompt and the file, script, scene, node, or selection context you explicitly attach. Fresh Chat, Quick Edit, and Agent-start requests may also include optional Settings rules and res://AGENTS.md project rules; Agent additionally sends a shallow file-and-folder path-name tree with no file contents. Local plugin history can retain full exchanges and enhanced context in plain JSON. The main prompt and AI response bodies are not stored in GDSense request/conversation tables, but prompt-request log fields can retain custom rules and the system prompt used alongside usage, status, routing, and attachment metadata. Server-routed AI providers may temporarily retain submitted content for up to 30 days under the current Privacy Policy. JuneauLabs does not train on prompts, code, or outputs.
Your code is processed to provide responses and remains yours. JuneauLabs does not use your code for training. See our Privacy Policy for processing, security, and retention details.