Install¶
Beta
CelestialSim is in beta and pre-1.0: APIs can still change between releases. Pin a version and check the release notes before upgrading.
Requirements¶
- Godot 4.7. The extension declares a lower compatibility minimum, but 4.7 is the only version developed and tested against.
- A GPU with Vulkan support (the Forward+ or Mobile renderer).
Prebuilt binaries ship for:
| Platform | Binary |
|---|---|
| Linux | x86_64 |
| Windows | x86_64 |
| macOS | universal (x86_64 + arm64) |
Android is experimental — an APK is exported for the demo, but it is not a supported target.
Steps¶
- Download the latest
celestial-<version>.zipfrom the Releases page. - Extract the zip. It contains an
addons/directory with a singlecelestialsim/folder inside. - Copy
addons/celestialsim/into your Godot project'saddons/folder (createaddons/if your project doesn't have one yet). - Open the project in Godot.
That's it. The GDExtension is loaded automatically by
addons/celestialsim/celestialsim.gdextension.
Nothing to enable, nothing else to install
There is no plugin to enable in Project Settings → Plugins — CelestialSim is a
GDExtension, not an EditorPlugin. You also do not need Slang: the compute
shaders are compiled to SPIR-V ahead of time and baked into the binary.
Verify it worked¶
Open (or create) a 3D scene and click Add Child Node, then type Celestial in the
search box. If the node type shows up, the extension loaded and you're ready to build
your first planet.
Troubleshooting¶
Celestial doesn't appear in Add Child Node. Restart the Godot editor. GDExtension
classes are registered when the editor starts, so a project that was already open when
you copied the addon in won't see them.
Still missing after a restart. Copy the whole addons/celestialsim/ folder from the
zip rather than individual files: the .gdextension resolves the library from
addons/celestialsim/bin/, so an addon missing that folder loads nothing. Godot prints a
load error to the Output panel if it cannot find or open the library.