
This plugin will animate size and visibility change in container. Both C# and GDScript are available. Provided version is v1.4 and uses C#. Please refer to README.md in our repo for demo video and GDScript link.
This plugin will animate size and visibility change in container. Both C# and GDScript are available. Provided version is v1.4 and uses C#. Please refer to README.md in our repo for demo video and GDScript link.
The Smooth 2D Camera Controller gives you complete control over camera movement, delivering fluid gameplay experiences with minimal setup. ⚙️ How to install Download the .zip file Extract the folder `addons` to the root folder of your project Open Godot Editor to edit your project Enable `smartcamera2d` on Project Settings -> Plugins You might also like: 2D Top Down Shooter Template - https://andre-micheletti.itch.io/2d-top-down-shooter-engine-for-godot
This button enables you to configure a modern design datepicker for your Godot software applications. Additional addons for software development will be provided, with this being just one among many. For detailed tutorials on how to use these addons, visit the associated YouTube channel.
Allows the user to change the checkboard background of the tiles editors.
QuickTweens is my evergrowing collection of premade tweens that I put under a static class. All functions return a tween for chaining, and can take an optional dictionary containing {'inital':[the tween you want to happen first]} the current tweens are: flip(node:Node,propertyname:NodePath,speed=.05,optional:Dictionary={}) despite its name, it just tweens a single value from 1 to 0 and then back. you can add an optional for callback {'callback':[callable]} to execute when the tween is at zero. I used it to create a card flipping effect that changes the sprite when it's not visible to the player. bounce(node:Node,propertyname:NodePath,bounceheight = 10.0,upspeed=.1,downspeed=.5,optional:Dictionary={}) simply tweens a property to rise up a certain amount and then drop back down. smooth_rise_and_fall(node:Node,propertyname:NodePath,rise_height:float=10,fall_height:float=150,speed=1,optional:Dictionary={}) rises up a slight amount and then drops singificantly farther, similar to a death in a platformer game knock_off_arc_2D(node:Node2D,rise_height:float=10,fall_height:float=150,arc_range:float=20,rotation_range:float=12,speed=1,optional:Dictionary={}) adds an arc to the smooth rise and fall tween to add a tumbling offscreen effect.
The packages up Kenney's "Tiny Battle" assets into a convienent TileMap, and Terrains for easier building.
Provides icons for most popular controllers and keyboard, this support up to 8 players to show different icons for each player. Based on "Controller Icons" Addon
Player controller for 2D Platformers designed with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity. Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime). All the grouped chunks of data (like horizontal movement or jumping) are put in custom Resource types, so a user could easily define different styles of movement (eg: running, walking, and crouched) and switch between them from their own script. Double jumping is enabled by giving "Aerial Jump Data" one entry. triple jumping by giving it two entries, etc. The same Resource can be used multiple times to keep all jumps feeling the same. Left, right, and jump inputs are selected from a dropdown which pulls from the ProjectSettings' input map. All of these and a general "Floor Coyote Time" have a configurable buffer size which lets the player buffer a given input before it's permitted to trigger it on the first possible frame. Users can specify their own custom inputs and buffer windows as well for adding additional actions (eg: dodging, dashing, attacking). Wall jumping is enabled, again, by providing a Resource with jump data (this can also be the same as your normal jump data). You also specify some ratios to define the feel of wall jumping. Wall sliding can also be enabled by decreasing its "Terminal Velocity Ratio" to a lower value (I've found 0.2 works well). Of course, there are signals for basically every event that the player could cause. This is to make it easy for you to drive animations, sound effects, and particle effects via the player controller without needing to write more code (very nice for prototyping and non-code-oriented developers). Everything is fully documented with examples, if you're ever unsure of what something means.
Plugin for Godot that adds a projectile system. There are two projectile classes, base one and extended, to which you can add more stuff, like changing speed every second or making it disappear only after interacting with 3 objects.
This plugin will animate layout direction change in container. Unlike Animated Panel Container, only C# version is available due to behavior differences in Godot. Provided version is v1.2. This can be integrated with Animated Panel Container to achieve scaling animation. Please refer to README.md in our repo for demo video.
Easily add nodes with one line of code. Nodes that can be created are: Timer, Node, Node2D, Area2D, Marker2D, VisibleOnScreenEnabler2D
This plugin lines up the selected nodes on the X or Y axis at the specified distance interval.
A Godot importer for spritesheets with the rtpb atlas descriptor file format created with rTexPacker.
A tool for generating smooth 2D collision shapes
Simple sideview water for Godot that reacts to forces applied to it.
This addon introduces an enhanced button with multi-touch capabilities to your Godot project. It allows the button to detect multiple simultaneous touches, enabling more complex and interactive UI elements. The button emits custom signals based on touch events, giving you greater control over how user interactions are handled. Whether you need a responsive UI for mobile devices or want to implement multi-user interactions, this addon streamlines the process, providing an intuitive and versatile solution. Perfect for developers looking to expand the interactive potential of their Godot projects. feature: - multiple touch
An animated widget which displays points by scrolling like an odometer. • Simple to use: one gdscript (and one default digit image) • Counter will resize to fit a custom digit image • Supports negative numbers • Scrolls at any speed - too fast --> fake counting: larger digits count while smaller just spin • Count by point (e.g. 10 points/sec) or by chunk (e.g. 105 or 3200 will be counted in same amount of time) • See a demo here: https://corpsinhere.itch.io/scrollingcounter
This addon allows easier editing of the `region_rect` property of Sprite2D nodes. The addon should be compatible with Godot 4.1 through 4.3. It may work for other 4.x releases but I haven't tested them. When a Sprite2D is selected in the editor and has `region_enabled` checked, additional handles will appear on each side of the Sprite2D. Dragging these handles will resize the region rect in the given direction while adjusting the node's position and the region's x/y/width/height properties such that the opposite edge stays put. Caveats: - The Sprite2D must have `global_rotation` set to a multiple of 2π (e.g. 0). I didn't want to have to figure out how to measure drag distance along any arbitrary axis, but pull requests are welcome. - The handles will always snap to 8px increments. Godot doesn't provide a way for addons to fetch the editor's configured snap settings (see: https://github.com/godotengine/godot/issues/11180). You can change the snap distance for your project's needs by changing the `grid_size` constant in `plugin.gd`. As a bonus, the plugin adds an "autorect" button to the Sprite2D inspector. When pressed, it sets `region_enabled` to true and sets the region rect to the size of the image. This is in contrast to the default behavior which just sets the rect's dimensions to 0 when you enable the region.
This is an inspector plugin that applies to all 2D and Control nodes. The plugin adds a panel of buttons below the Rotation slider, allowing you to click and automatically set the rotation to 0, 90, 180, or 270 degrees. If you want to add custom rotation values, simply edit the array on line 6 of addons/snap_rotate/rotate_panel.gd after installing. Two Buttons are also added under the scale property in the inspector to flip the node vertically or horizontally. Don't forget to enable the plugin in your Project Settings!