
A plugin to assist in saving and loading data using text files.
A plugin to assist in saving and loading data using text files.
A simple Godot editor plugin to track the amount of time spent on a project.
This is a small set of cute stylised low-poly game assets to make a cozy little bathroom with. It includes walls/floors/doors, a bathtub, several other decorations, and even a rubber ducky! These would be great to make a lifesim, or to just add a comfy little resting spot in your game. Features: - 24+ Stylised low-poly 3D models, perfect for games across all platforms, including mobile. - Textured using a single gradient atlas texture (1024x1024) that can be downsampled up to 128x128 for further optimization. - Free for personal and commercial use, no attribution required. (CC0 Licensed)
Gives the ability to check user's internet connection state on Android. For more information click on "View files"
This tool is meant to help 3D asset pack creators on their work to make more appealing their packs. Creating 3D previews of each 3D model and creating a customizable Overview.html web file.
Godot External Files plugin is a partial substitute for symlinks, allowing referencing files outside of the project dir. The intended use-case is a pretty specific situation, where some assets might live outside of the Godot project directory, but still need to be accessed by Godot, such as for example when porting a game from Ren'Py in parallel to the Ren'Py version still being actively worked on. Unlike just copying the files, the referenced external files will be kept up to date, and will also not bloat your repository. And unlike symlinks, the plugin doesn't need OS support and thus can be run easily on Windows, or with version control systems like Mercurial, which do not support symlinks at all (again, due to their lack of portability). For full documentation, click "View files" and visit the plugin's home page. Changes: * Version 1.0.1 - Minor documentation and icon fixes * Version 1.0 - Initial release Usage ===== > **IMPORTANT**: Make sure to enable the plugin under Project → Project Settings... → Plugin after installing! Quick start ----------- To use the plugin, you will need to create some files which will instruct it what files to copy whenever your Godot project is opened. First determine what assets need to be shared. For example, let's assume your project's repository looks like this: my_game/ ├── godot/ │ ├── assets/ │ │ └── sprites/ │ └── project.godot └── renpy/ └── game/ └── images/ └── sprites/ ├── some_sprite.png ├── other_sprite.png └── ... And you'd like to have all PNG files from `renpy/game/images/sprites/` available under `godot/assets/sprites/`. To do that, create a file called `godot/assets/sprites/.external_files`, then put the following lines in it: ## root: ../renpy/game/images/sprites syntax: glob *.png > **NOTE**: Godot's editor limits what kinds of files it will let you create, and will NOT allow you to make or edit `.external_files`. You will need to use a different text editor, and they will not show up in the filesystem dock inside Godot. Now reload your Godot project, or click Project → Tools → External files → Re-scan. You will see that `godot/assets/sprites/some_sprite.png` and `godot/assets/sprites/other_sprite.png` have been automatically copied and imported by Godot. Depending on the number of files, it might take a while for all the files to be copied and imported. This is a one-time operation; the next time the project will open instantly and not copy anything, unless some files have changed. For full usage information and description of the syntax, click "View files" and visit the plugin's home page.
**MeshLibraryFrameInstance3D** is a Godot plugin that extends `MeshInstance3D`, enabling easy management of 3D meshes from a `MeshLibrary`. It allows users to switch between mesh frames dynamically using the `current_frame` property, making it perfect for animations or scenarios where frame-by-frame 3D model changes are needed.
A high performance, editable terrain system for Godot 4.4 written in C++ as a GDExtension plugin. Features: * GPU driven, Clipmap Mesh Terrain * Can be accessed by GDScript, C#, and any language Godot supports * Terrains as small as 64x64m up to 65.5x65.5km * Up to 32 textures * Up to 10 levels of detail for the terrain * Foliage instancing w/ 10 levels of detail * Sculpting, holes, texture painting, texture detiling, painting colors and wetness * Imports heightmaps from other tools Release Notes: https://github.com/TokisanGames/Terrain3D/releases/tag/v1.0.0-stable Requirements: * This build works on Godot 4.4 in Windows, Linux, macOS, and mobile. * Mobile, MacOS, D3D12, Web read special notes: https://terrain3d.readthedocs.io/en/stable/docs/platforms.html Installation: After installation, restart, then enable the plugin in Project Settings/Plugins. See full Installation & Upgrade instructions: https://terrain3d.readthedocs.io/en/stable/docs/installation.html Read all documentation here and watch the tutorial videos. https://terrain3d.readthedocs.io/en/stable/index.html
Steamworks API plug-in for Godot Engine. Available for the Windows 32/64-bit, Linux 32/64-bit platforms, and Mac universal. It is based on GodotSteam 4.15 with Steamworks SDK 1.62. This version is meant for Godot Engine 4.4 and newer; for other versions: Godot 4.1 - 4.3: https://godotengine.org/asset-library/asset/3866 Godot 4.0: https://godotengine.org/asset-library/asset/1768 Previous versions of the plug-in can also be found at the GodotSteam repository: https://github.com/GodotSteam/GodotSteam/releases. You can find the full documentation with tutorials at https://godotsteam.com. It does not require enabling but you may need to restart your editor.
Maximize your control over audio in your Godot projects with AudioStreamPlayerClipper2D, a solution for audio clipping that goes beyond the engine's native capabilities. Precisely set the start and end points of your audio clips quickly and intuitively through the editor. Full support for all platforms, including web (the audio loop with offset in Godot currently does not work for web). AudioStreamPlayerClipper2D ensures that your audio cuts and adjustments are maintained accurately across all platforms. Additionally, streamline your workflow with the ability to test audio directly in the editor inspector, without needing to run the game. Simplify the process of fine-tuning and refining your sounds quickly and efficiently. Settings Start Time End Time Apply Cut Audio Stream AutoPlay Loop Volume DB Pitch Scale Max Distance Attenuation Panning Strength Editor Play Test $AudioStreamPlayerClipper2D.loop = false $AudioStreamPlayerClipper2D.auto_play = false $AudioStreamPlayerClipper2D.start_time = 0.0 $AudioStreamPlayerClipper2D.end_time = 0.0 $AudioStreamPlayerClipper2D.apply_cut = false $AudioStreamPlayerClipper2D.volume_db = 0.0 $AudioStreamPlayerClipper2D.pitch_scale = 1 $AudioStreamPlayerClipper2D.max_distance = 2000.0 $AudioStreamPlayerClipper2D.attenuation = 1.0 $AudioStreamPlayerClipper2D.panning_strength = 1.0 $AudioStreamPlayerClipper2D.play() $AudioStreamPlayerClipper2D.stop()
This project is a Godot Engine addon that adds class ProceduralRecoil. This new class make easy procedural-recoil creation possible for 3D games. It is available under the terms of the MIT License. Usage: Attach ProceduralRecoil script to a preferred Node. For latest doc: https://github.com/vi4hu/godot-procedural-recoil
A simple Godot project meant to demonstrate Jam Launch multiplayer capabilities Learn more at https://jamlaunch.com
Provides tooling to quickly reveal/conceal canvas items in Godot. Used to emulate depth in 2d games eg entering buildings in side scrollers.
This addon adds components and scripts that allow you to add authentication in your game using the Clerk.dev frontend api.
A editor plugin to clean up unused ".godot/imported/*.md5" files. How to use Project - Tools - Clean Up Unused MD5 Files