This demo uses two functions in SceneTree to switch between two scenes. See "Autoload Demo" for an alternative approach. Language: GDScript Renderer: Compatibility
Plugins
- 4.2v4.2-31d1c0cDemosBy: Godot Engine
- 4.1Gosu6v0.1Projects
A fun game that showcases the basics of 2D game development in Godot.
By: yunusey - 4.2v4.2-31d1c0cDemos
A demo showing how a 2D scene can be shown within a 3D scene using viewports. How it works: The Pong game is rendered to a custom Viewport node rather than the main Viewport. In the code, `get_texture()` is called on the Viewport to get a ViewportTexture, which is then assigned to the quad's material's albedo texture. Language: GDScript Renderer: Compatibility
By: Godot Engine - 4.2v4.2-31d1c0cDemos
This demo is a pixel art 2D platformer with graphics and sound. It shows you how to code characters and physics-based objects in a real game context. This is a relatively complete demo where the player can jump, walk on slopes, fire bullets, interact with enemies, and more. It contains one closed level, and the player is invincible, unlike the enemies. You will find most of the demo’s content in the `level.tscn` scene. You can open it from the default `game.tscn` scene, or double click on `level.tscn` in the `src/level/` directory. We invite you to open the demo's GDScript files in the editor as they contain a lot of comments that explain how each class works. Language: GDScript Renderer: Compatibility
By: Godot Engine - 4.0v1.0.0Misc
A node that tweens inherited transform (position, rotation, etc) for children to inherit
By: KarlTheCool - 3.5v1.0.0Misc
This asset contains the Quaternius Modular Scifi Pack converted to Godot meshlibrary and nodes. The models come with StaticBody versions to allow for collisions. It also comes with a demo scene.
By: Malcolm Nixon - 4.2v4.2-31d1c0cDemos
Example of how to use 2D lights to mask objects on screen. Language: GDScript Renderer: Compatibility
By: Godot Engine - 4.2v4.2-31d1c0cDemos
A simple Pong game. This demo shows best practices for game development in Godot, including signals: https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html How it works: The walls, paddle, and ball are all Area2D nodes. When the ball touches the walls or the paddles, they emit signals and modify the ball. NOTE: There is a GDScript version available here: https://godotengine.org/asset-library/asset/2728 Language: C# Renderer: Compatibility
By: Godot Engine - 4.3v20.07.24Tools
This is an ECS implementation to be adapted to any Node. The implementation works using a script that inherits from the "SGCComponent" class. An SGCComponent can be activated or deactivated, and have one or more "SGCComponentProperty" for external values.
By: QJPG - 4.2v4.2-31d1c0cDemos
This demo showcases how 2D particle systems work in Godot. Language: GDScript Renderer: Mobile
By: Godot Engine - 4.2v0.1.0Scripts
Addon that provides multithreaded task dispatcher to efficiently distribute tasks across multiple threads. It allows you to offload CPU-intensive tasks from the main thread to improve performance and responsiveness of your Godot applications.
By: demurzasty - 4.2v4.2-31d1c0cDemos
This is an example of using AStarGrid2D for navigation in 2D, complete with Steering Behaviors in order to smooth the movement out. Language: GDScript Renderer: Compatibility
By: Godot Engine - 4.0v1.1.1Tools
Inspects subresources. ⚡ Must be ENABLED to be used! `Project` -> `Project Settings` -> `Plugins` - Inspect contents of Nodes and Resources - See if any resources inside are built-in and not in separate files - See resource types at a glance - Open full inspector by clicking an item - Pin root node/resource to prevent view from changing - Add Resource Files to Favourites to open them without searching File System/Quick Open
By: don-tnowe - 4.2v0.1.2Scripts
Adds organizational classes like the GameRoot node, the LevelRoot node, or the GameMode resource, in order to facilitate making the base structure for a game. It is lightly inspired by Unreal, hence the name. This plugin adds the GameRoot, which is the main node of the game, and can load levels with transitions; The LevelRoot, which contains a GameMode; The GameMode, which is extensible, and has references to optional scenes for the player character, camera and controller, as well as a hud for the ui. These can be changed at runtime, as well as the entire GameMode itself, which updates the instances of these scenes as well. PlayerSpawn2D and PlayerSpawn3D nodes allow easy selection of spawn points.
By: potassium-shot - 4.2v1.0.0Demos
Demo for setting up collision with walls, and preventing the player from walking off the grid. Goes with this video here: https://youtu.be/8HvcHtauKoc For basic isometric setup, see this demo asset: https://godotengine.org/asset-library/asset/2476
By: ThinkWithGames - 4.2v1.0Demos
"This is a test project that I made just to get a grasp of this game engine. Many elements are missing, such as sounds, menus, etc. Some elements are also kind of messed up. Expect this project to never be updated (maybe) because I might forget that I made it. I don't know why I decided to submit this here. Any feedback and suggestions are appreciated. Thanks."
By: Nobody - 4.0v1.0Scripts
Encrypt GDScript funcrion implementations easier Note that this is not a safe way to protect your codes because .pck includes raw encryption keys. Use pck encryption (https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_script_encryption_key.html) if you need stronger protection. Usage (please see the sample code): External script editor is recommended. Godot editor does not recognize .impl as a text file. 1. Activate this plugin. res://secret and encryption keys are generated. 2. Write function definitions and variables etc... to .gd file. call_impl() accepts 3 arguments: method name, object, and arguments(optional). If you need more arguments, pass array or dictionary. 3. Write function implementations to .impl files. These scripts do not need to extend any class. All functions must be like function_name(this:Object,args). Do not use self in .impl file, use this passed by call_impl() instead. You can also use super class function by passing lambda as a argument. 4. .impl is encrypted and decrypted when loaded.
By: heppocogne - 4.1vest6v0.22.14Tools
A unit testing library for Godot. * Define tests with test methods or programmatically with `define()` * Parameterized tests to conveniently define multiple tests * Mock classes dynamically, for simpler unit testing * Run benchmarks, to find the best performing implementations * Generate reports in TAP format, to integrate with other test harnesses * In-editor UI for convenient testing * Support for running in CI
By: elementbound