Plugins

  • Script Jumper
    4.2
    v0.1Tools

    Jump Around through assigned Scripts Lists

    By: brwxisme
  • Mono Plugin
    4.2
    v1.0.0Tools

    # Mono Plugin (https://github.com/tensai-suraimu/godot-plugin-mono-plugin) ## Usage: 1. Download this plugin into your project and enable it. 2. Create a `.mono_repo` directory under your plugin directory. 3. Use `Project > Tools > Export Plugins` to exports them. ## Project structure reference:: ``` # res://addons/ | ... | | mono_plugin/ | | ... | | your_plugin/ | | .mono_repo/ # <- Exported files are stored here. | | * .git/ | | * addons/ | | * * your_plugin/ | | * * * ...folders/ | | * * * .gitignore | | * * * plugin.cfg | | * * * ...files | | * docs/ | | * ReadMe.md | | * ...documents.md | | | | docs/ | | ...folders/ | | .gitignore | | plugin.cfg | | ReadMe.md | | ...documents.md | | ...files | | your_plugin/ | | .mono_repo/ | | * ... | | ... ... ``` ## TODO List - [ ] Git integration.

    By: zhengxiaoyao
  • Basic Settings Menu
    4.1
    v0.9.2Tools

    This addon contains a basic settings scene with default options and an initial theme for most projects..

    By: mlm-games
  • Easy Peasy Multiplayer
    4.4
    v1.0.0Scripts

    This plugin provides all of the backend tools you need to quickly start making a networked game in Godot! This plugin handles setting up MultiplayerPeers, lobby creation, network switching, and of course, connecting to servers. You will only need to: - Create a way to interface with the plugin (Or you can use a prebuilt UI that I have already created, located in the github repository) - Add Godot's MultiplayerSpawners and MultiplayerSynchronizers where needed This plugin also allows you to switch easily between Enet/traditional IP networking, as well as Steam networking powered by GodotSteam and SteamMultiplayerPeer (both are required dependencies). GodotSteam: https://godotengine.org/asset-library/asset/2445 SteamMultiplayerPeer: https://godotengine.org/asset-library/asset/2258

    By: Skeatsies
  • Tiny Treats - Baked Goods set
    4.1
    v1.03D Tools

    This set is a collection of cute low-poly baked goods. It includes various pies, cakes, whole and sliced bread, and more yummy sweet treats! These assets are great to create a little cooking game or to be used as food items in your life-simulation or RPG games. 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)

    By: Tiny Treats
  • Debugger Launcher
    4.2
    v1.0.1Tools

    The Debugger Launcher is a convenient plugin for the Godot engine, designed to enhance debugging processes for developers using C# with Visual Studio. It integrates directly into the Godot editor by adding a toggle button to the toolbar. This button allows developers to toggle whether the Visual Studio debugger should be attached when launching the game. By simplifying the process of connecting the debugger, this plugin makes it much easier for developers to start debugging their game directly from the Godot editor, streamlining the development and troubleshooting process.

    By: schw3de
  • Nifty Proc
    3.5
    v0.1Scripts

    General Purpose Procedural C# generation library. Currently consists of DelaunatorSharp ported to use Godot Vector2's UniformPoissonDiskSampler ported to use Vector2's and Rect2 for area Debug nodes for Delaunator and PoissonDisk

    By: NiftyHat
  • Content Pack Manager
    4.3
    v0.1.0Tools

    Content Pack Manager is an Addon that allows you to create a DLC / Addon/Plugin / Sandbox Mod for exported Godot games. Using Godot's own system for creating and loading packs, CPM simplifies the process of creating, and loading packs into the game, by providing a simple interface to access.

    By: eumario
  • Godot dotenv
    4.0
    v0.1Scripts

    A Godot plugin to help load environment variables using one line and view .env files in Godot with syntax highlighting.

    By: lsbt
  • Dev Icons
    4.2
    v1.0Tools

    Assign in-editor 3D icons with a _dev_icons() function

    By: huwp
  • Fold Functions
    4.0
    v1.1.0Tools

    # Fold Functions Addon for Godot With this addon you can fold/unfold gdscript functions inside the Godot's code editor. After enabling, use `CTRL+SHIFT+P` to open command palette and type `fold` to see the new options. ## License This project is licensed under the GNU General Public License (GPL) v3. See [LICENSE](LICENSE) for full terms.

    By: zmn-hamid
  • Custom "Play Scene" button
    3.1
    v1.0.0Tools

    Hides the "Play Scene" button and adds a custom button, useful for games with custom scene switching, I personally use this to make sure playing a scene from the editor is the same as loading it normally in the game. The plugin sets a project setting to the scene that has to be played and then runs the game normally from the main scene, you have to load the scene manually in your code using this project setting. The project setting used to store the scene path is "application/run/custom_first_scene", this string is a constant stored at CustomPlayButton.scene_setting.

    By: FabianLC
  • Layers
    4.3
    v1.0Tools

    An easy way to work on projects in a team. Just check video. It is recommended to use it only for the environment

    By: 3Dvachevsky
  • Numberclass
    4.0
    v0.0.1Tools

    A class for creating larger than life numbers limit is ee16 (1 * 10 ^ (1 * 10 ^ 16))

    By: SW_CreeperKing
  • Easy Animated 2D Moving Platforms
    4.0
    v1.92D Tools

    Want to make a 2D moving platform in Godot? YouTube tutorials too hard and restricting? Scripts too confusing and difficult? You've come to the right place, it's never been more simple! - Tested on Godot 4.3 (But probably works on older and newer versions) - Now with rotation! (in 1.9+) 1. Start by dropping the Platform scene into your Level 2. Right click it in the scene tree 3. Select Editable Children 4. Move the Marker2D and Boom! Moving Platforms! FOR JUST PLATFORMS - Platforms by default are set to "Auto", this mean that they will start moving when the level is loaded. - Each platform will move independently from each other to it's selected Marker2D. - Speed and the directed Marker can be changed from the Inspector of the AnimationPlayer. - ColorRec and CollisionShape2D can be swapped out for whatever you wish to use, Tilemap is an option, whatever is inside the AnimatedBody2D 'Platform' will be moved with the animation. - Animation by default has some easing, if you wish to remove the easing simply set Easing in Inspector of AnimationPlayer to 0 (0 is off). - You can also change how long between moving, time at each station? with the Stopframe variable in the inspector, (0 is NO wait time). FOR ACTIVATED PLATFORMS - Repeat steps above, and use the additional options from the AnimationPlayer Inspector. - There are 3 other options for activated platforms; "Move", "Hold2Move", "Hold2Open". - "Move" is run so that whenever activator is pressed, a full animation forward and back will play. - "Hold2Move" is run so that the platform will continuously play it's animation forward and back while the activator is pressed. - "Hold2Open" is run so that while the activator is pressed, the platform will be at it's marker position, and when button is not pressed, it will be at it's original position. - Activator is used to set the activator for the platform, you can drag in a provided "ActivatorButton" scene into your level and link it via the platform. This will make it so that the button can control the platform animation. - However the activator can be used as any Node2D, as long as that node provides a custom signal of 'activated' and 'deactivated', then it will still work correctly with the platform. - ALSO, the "ActivatorButton" has the option to Mimic a button, this is a super handy feature if you want two separate buttons to power the same platforms. - But it also allows a button to mimic a button while also running a platform itself separately (it's easier to see if you just try the Demo scene) - Mimic Button is not required to have a connected sister button, don't connect unless you want it to mimic another button!

    By: LukeCGG