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Getting started

NobodyWho lets you run large language models inside your Godot game, entirely offline. Chat with NPCs, transcribe player speech, generate voice lines, and embed text for search — all on the player's own machine, with no servers, no API keys, and no telemetry.

How do I get started?​

NobodyWho is a GDExtension. Install it by copying the addons/nobodywho folder from a release into your project:

your-project/
└── addons/
└── nobodywho/
├── nobodywho.gdextension
├── libnobodywho-godot-x86_64-unknown-linux-gnu-release.so
└── ...

The release zip bundles the libraries for all supported platforms (Windows, Linux, macOS, and Android), so the same folder works everywhere. Restart the editor after copying it in, and the NobodyWho classes become available to GDScript.

info

NobodyWho requires Godot 4.6 or newer.

With the extension installed, your first conversation is three lines:

func _ready():
var chat = await NobodyWhoChat.create("hf://NobodyWho/Qwen_Qwen3-0.6B-GGUF", {})
var stream = chat.ask("Hello! Who are you?")
print(await stream.completed())

The model downloads to a local cache on first use — after that it works completely offline. See Downloading models for the supported path formats, and Chat for the full chat walkthrough.

warning

Every async method resolves to the result, or null on failure (with details in the editor's Errors tab). Always await the returned value immediately — storing it and awaiting it later is unsupported and may hang.

Logging​

The library logs through Godot's console (godot_print/godot_warn/godot_error). By default it logs at INFO level; make it chattier while debugging with:

NobodyWho.set_log_level("DEBUG")

Valid levels are "TRACE", "DEBUG", "INFO", "WARN", and "ERROR".

What's available?​

  • CPU: 4 cores
  • RAM: 8 GB
  • GPU: optional (Vulkan) — speeds up all models significantly

Smaller models (around 0.5-1B parameters, quantized) run comfortably on these specs, including on phones. Every feature works without a GPU, just slower.

Feedback & Contributions​

Bugs and feature requests go to our issues. Want to chat or need help? Join us on Discord. Contributions are welcome — see CONTRIBUTING for how to build from source.