Docs/Godot Overview

Godot Overview

What the Mistscale Godot addon gives you and how the pieces fit together.

The Mistscale Godot addon connects characters in your scene to the NPCs you build in the dashboard. Configure one autoload singleton, open a connection to an NPC, and the character can hold a conversation: text, voice, or both. Memory, mood, relationships, and fact grounding all run on Mistscale's side of the connection, so there is nothing to host and no model to manage.

Streaming text chat

Send a player message with one method call. Godot signals carry every event: streamed tokens, corrections, and the settled reply.

Realtime WebSocket

One connection per NPC, built on Godot 4's WebSocketPeer, with automatic reconnect on an unexpected drop.

Spatial context

Tell the NPC where it is, what time it is, and what the weather is doing. Replies follow.

How it works

The addon registers a single autoload, MistscaleSDK, reachable from any script in your project once the plugin is enabled. Each NPC connection it opens is its own node, authenticated with your project's API key. When a player sends a message, the connection sends it over the socket; the reply streams back as GDScript signals. Everything stateful, including what the NPC remembers about each player and how its mood shifts over time, happens server-side and persists between sessions automatically.

What you need before starting

  • A Mistscale account with a project. The free tier is enough.
  • At least one NPC created in the dashboard. See Creating an NPC.
  • An API key for the project, generated from Project Settings.
  • Godot 4.3 or later.

The guides in this section

Same protocol as every other SDK
The Godot addon, the Web SDK, the Unity SDK, and the Unreal plugin all speak the exact same REST + WebSocket protocol — see REST & WebSocket API if you ever need to go around the addon directly.