Texture Quad Creator — quick editor tool for Godot 4.5.x

Do you just want to import a image to Godot and automatically create a same size 3d-mesh for it with alpha automatically handled correctly? I did, so I made a tiny Godot editor plugin that turns any image in your FileSystem into a perfectly-sized, alpha-friendly 3D quad. This post explains what it does, how to install and use it, and a few quick troubleshooting tips

What it is

Texture Quad Creator is an EditorPlugin for Godot 4.5.x that:

  • lets you select an image in the FileSystem dock,
  • creates a new MeshInstance3D at the scene origin,
  • generates a QuadMesh sized so the quad matches the image pixel dimensions (scaled by a configurable Pixels Per Unit value),
  • applies the image as a texture and configures the material for correct alpha/blending and no backface culling,
  • selects the new node for immediate editing.

It’s aimed at artists and level designers who want to quickly place UI-like or 2D artwork into a 3D scene without manual mesh setup.

Key features

  • Exact pixel → world unit sizing via Pixels Per Unit (PPU).
  • Proper alpha handling (TRANSPARENCY_ALPHA, alpha-to-coverage AA, culling disabled).
  • Works with common image formats Godot imports (PNG, JPG, WEBP, TGA, BMP, SVG).
  • Adds the node directly to the currently opened scene and selects it immediately.

Install & enable

  1. Download the plugin zip and extract to your project addons/ folder so you have: res://addons/texture_quad_creator/plugin.cfg res://addons/texture_quad_creator/texture_quad_creator.gd
  2. In Godot: Project → Project Settings → Plugins and enable Texture Quad Creator.
  3. The dock appears (by default) in the right sidebar as Texture Quad.

How to use

  1. Open a 3D scene (the plugin adds the created node into the edited scene root).
  2. In the FileSystem dock, select an image (single click or Ctrl+click).
  3. Optionally adjust Pixels Per Unit:
    • 1 PPU → 1 px = 1 world unit (huge in most projects)
    • 100 PPU → 100 px = 1 world unit (good starting point)
  4. Click Create Quad From Selected Image.
  5. The new MeshInstance3D will appear at the scene origin named ImageQuad_<filename> and be selected.

Tips & recommended workflow

  • If your texture is used in 3D, check import settings (mipmaps / compression) and reimport if you need exact pixel rendering or no compression artifacts.
  • Use PPU to tune the quad scale so it fits your world. Try values like 32, 64, 100 depending on project scale.
  • If you want the quad to always face the camera, add a small Billboard script to it or parent it to a YSort/controller node.

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