---
title: "Scorm Godot Plugin"
description: "This is a Godot 4 editor addon for the specific case of shipping a browser game as an LMS module. It adds a Scorm autoload that GDScript can call directly — set_lesson_status(LessonStatus.COMPLETED), a score setter, bookmark and suspend-data accessors — and a ScormExport hook that watches for a web export and packages the output into a SCORM zip with a manifest already in place."
canonical_url: "https://scorm-tools.com/tools/scorm-godot-plugin"
last_updated: "2026-10-31T10:22:03.047Z"
---

This is a Godot 4 editor addon for the specific case of shipping a browser game as an LMS module. It adds a `Scorm` autoload that GDScript can call directly — `set_lesson_status(LessonStatus.COMPLETED)`, a score setter, bookmark and suspend-data accessors — and a `ScormExport` hook that watches for a web export and packages the output into a SCORM zip with a manifest already in place.

The runtime half is a conventional SCORM 1.2 JavaScript shim: the usual seven-level `findAPI` walk up `window.parent` and `window.opener`, then `LMSInitialize` and reads and writes against `cmi.core.*`. The useful design decision is what the plugin does on your behalf — it sets `lesson_status` to `incomplete` on first launch so a learner who closes the tab does not lose the attempt, which is the sort of detail people miss and then spend a day debugging.

Scope is honest and narrow: SCORM 1.2 only, no 2004, no xAPI. For a Godot exercise or serious game that has to report a pass and a score to a corporate LMS, that is the whole requirement.

It is a single-maintainer project with three stars, but it is genuinely maintained — tagged releases, an addon test scene, and engine migrations tracked through Godot 4.7 in July 2026. Small user base, real upkeep; the risk is bus factor rather than rot.
