Instructions to use SaltShakerStudio/Qwen2.5-GodotCoder with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- PEFT
How to use SaltShakerStudio/Qwen2.5-GodotCoder with PEFT:
from peft import PeftModel from transformers import AutoModelForCausalLM base_model = AutoModelForCausalLM.from_pretrained("unsloth/qwen2.5-coder-7b-instruct-bnb-4bit") model = PeftModel.from_pretrained(base_model, "SaltShakerStudio/Qwen2.5-GodotCoder") - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- Unsloth Studio
How to use SaltShakerStudio/Qwen2.5-GodotCoder with Unsloth Studio:
Install Unsloth Studio (macOS, Linux, WSL)
curl -fsSL https://unsloth.ai/install.sh | sh # Run unsloth studio unsloth studio -H 0.0.0.0 -p 8888 # Then open http://localhost:8888 in your browser # Search for SaltShakerStudio/Qwen2.5-GodotCoder to start chatting
Install Unsloth Studio (Windows)
irm https://unsloth.ai/install.ps1 | iex # Run unsloth studio unsloth studio -H 0.0.0.0 -p 8888 # Then open http://localhost:8888 in your browser # Search for SaltShakerStudio/Qwen2.5-GodotCoder to start chatting
Using HuggingFace Spaces for Unsloth
# No setup required # Open https://huggingface.co/spaces/unsloth/studio in your browser # Search for SaltShakerStudio/Qwen2.5-GodotCoder to start chatting
Load model with FastModel
pip install unsloth from unsloth import FastModel model, tokenizer = FastModel.from_pretrained( model_name="SaltShakerStudio/Qwen2.5-GodotCoder", max_seq_length=2048, )
Qwen2.5-Coder-7B-Instruct โ Godot 4 / GDScript LoRA
A LoRA adapter for unsloth/Qwen2.5-Coder-7B-Instruct, fine-tuned on Godot 4 documentation Q&A to improve knowledge of modern Godot 4 GDScript syntax and APIs.
Motivation: Most open GDScript fine-tunes (e.g. godot-dodo, 2023) were trained on Godot 3 code and produce outdated syntax. Even current code models frequently mix Godot 3 and Godot 4 patterns. This adapter is a first attempt at nudging a modern 7B coder model toward Godot 4 conventions, trained locally on a single consumer GPU.
Training details
| Base model | unsloth/Qwen2.5-Coder-7B-Instruct |
| Method | QLoRA (4-bit), via Unsloth Fine-tuning Studio |
| Dataset | glaiveai/godot_4_docs (~3,490 Q&A pairs generated from Godot 4 documentation) |
| Epochs | 2 |
| Learning rate | 2e-4, linear schedule |
| LoRA rank / alpha / dropout | 16 / 16 / 0 |
| Target modules | q_proj, k_proj, v_proj, o_proj, gate_proj, up_proj, down_proj |
| Batch size | 2 (gradient accumulation 4, effective 8) |
| Optimizer | AdamW 8-bit, weight decay 0.001 |
| Max sequence length | 4096 |
| Hardware | Single RTX 4080 (16 GB), Windows 11 |
| Training time | ~45 minutes |
Eval loss fell from ~0.83 to ~0.775 and plateaued. Runs at 1, 2, and 3 epochs showed 2 epochs to be the sweet spot for this dataset: 1 epoch left eval loss still declining, 3 epochs overfit (eval loss climbed after epoch 2 and chat-test quality regressed).
What it improves
Compared to the base model in side-by-side chat tests, the adapter more consistently produces some Godot 4 conventions, for example the @export annotation:
@export var speed: int = 300 # Godot 4 โ
# instead of:
export var speed = 300 # Godot 3 โ
Responses also tend to be more concise and code-focused, reflecting the Q&A style of the training data.
Known limitations โ read before using
This adapter does not fully solve the Godot 3 โ 4 problem. In testing, both the base model and this fine-tune still frequently produce Godot 3 patterns, especially:
- Signal connections โ often writes the old form
button.connect("pressed", self, "_on_pressed")instead of the Godot 4 formbutton.pressed.connect(_on_pressed) - Character movement โ may use
Sprite2DorKinematicBody2Dinstead ofCharacterBody2D, andmove_and_slide(velocity)instead ofmove_and_slide()
The training dataset is derived from Godot 4 documentation and appears to be thin on these common game-programming patterns, so the model had little opportunity to learn them. Treat generated code as a draft and verify against the current Godot documentation.
Other caveats:
- Trained and tested in English only
- Not evaluated on Godot C#, shaders (GDShader), or Godot 3 back-compatibility questions
- No safety or alignment tuning beyond what the base model provides
Usage
Load the adapter on top of the base model with PEFT:
from transformers import AutoModelForCausalLM, AutoTokenizer
from peft import PeftModel
base = AutoModelForCausalLM.from_pretrained(
"unsloth/Qwen2.5-Coder-7B-Instruct",
load_in_4bit=True,
device_map="auto",
)
tokenizer = AutoTokenizer.from_pretrained("unsloth/Qwen2.5-Coder-7B-Instruct")
model = PeftModel.from_pretrained(base, "YOUR_USERNAME/YOUR_REPO_NAME")
Or merge and export to GGUF for local runners (llama.cpp, Ollama, LM Studio) โ Unsloth Fine-tuning Studio provides an Export to GGUF option.
Intended use
Hobbyist / experimental. A starting point for anyone interested in local Godot 4 coding assistants โ including eventual use alongside a Godot MCP server, where better Godot 4 knowledge should translate into more correct tool calls. Contributions of better Godot 4 training data (especially signals, movement, and node-setup examples) would likely help more than additional training epochs on the current dataset.
Acknowledgements
- Base model: Qwen team / Unsloth quantization
- Dataset: Glaive AI's godot_4_docs
- Training: Unsloth Fine-tuning Studio
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Model tree for SaltShakerStudio/Qwen2.5-GodotCoder
Base model
Qwen/Qwen2.5-7B
from peft import PeftModel from transformers import AutoModelForCausalLM base_model = AutoModelForCausalLM.from_pretrained("unsloth/qwen2.5-coder-7b-instruct-bnb-4bit") model = PeftModel.from_pretrained(base_model, "SaltShakerStudio/Qwen2.5-GodotCoder")