Addon versions¶
addon_versions.json pins the exact Godot addon versions that GodotMaker uses — currently gecs for ECS, gdUnit4 for unit testing, and godot-e2e for end-to-end testing. Keeping them pinned per Godot engine version means upgrades do not silently break your build.
The file lives in the GodotMaker repository at config/addon_versions.json, not inside your game project.
What's in it¶
The file maps each supported Godot version to a set of addon entries. Each entry records the GitHub repository, the exact git tag to download, and where to install the files inside your project. Here is the current pinning:
| Godot version | gecs | gdUnit4 | godot-e2e |
|---|---|---|---|
| 4.3 | v7.1.0 | v5.1.1 | v1.1.0 |
| 4.4 | v7.1.0 | v5.1.1 | v1.1.0 |
| 4.5 | v7.1.0 | v6.1.0 | v1.2.0 |
Notable rules:
- gdUnit4 v5.x works with Godot 4.3 and 4.4; v6.x requires Godot 4.5 or later.
- godot-e2e v1.2.0 requires Godot 4.5+; 4.3/4.4 stay on v1.1.0.
GodotMaker selects the right row automatically based on the Godot version you have installed. Godot 4.5 is the recommended target — it gets the latest addon line on every dimension.
Why they are pinned¶
Godot addons can change their API between releases. GodotMaker's skills and hooks call specific functions in gecs and specific CLI flags in gdUnit4. If an addon silently changes how those work, builds can start failing in ways that are hard to diagnose. Pinning to a known-good tag means you always get a tested combination.
What happens during /gm-scaffold¶
When you run /gm-scaffold to set up a new game project, it reads addon_versions.json, determines which Godot version you are running, and downloads the matching addon tags from GitHub into the project's addons/ folder. It also enables each addon as a plugin in project.godot. You do not need to download or configure addons manually.
How to pick up an upgrade¶
As an end user, you do not edit addon_versions.json directly. When GodotMaker ships a new release with updated addon versions, you get the new pinning by republishing:
If the pinned addon versions changed in the new release, you will need to re-run /gm-scaffold (or manually update the addons/ folder) to actually install the new addon files into your game project.
For contributors: bumping a version¶
Updating the pinning is a contributor task. The high-level flow is:
- Update the relevant entry in
config/addon_versions.json(change thetagvalue). - Test that the new addon version works with the targeted Godot version — run the full test suite and a sample
/gm-scaffold→/gm-buildflow. - Publish to test projects and verify no hook or skill breaks.
- Commit and note the change in
CHANGELOG.md.
See Release process for where this step fits in the full release workflow.