
This is a sample project demonstrating hybrid app functionality supported by the Godot OpenXR Vendors plugin.
This is a sample project demonstrating hybrid app functionality supported by the Godot OpenXR Vendors plugin.
This is the Godot OpenXR Vendors plugin which contains: - platform dependent loaders for Android based XR devices - implementations of vender extensions For Godot 4.2 only.
This is a sample project demonstrating tracking features on Meta headsets. This includes body / hand tracking, which is supported on Quest 2, Quest 3, and Quest Pro; as well as face tracking, which is only supported on Quest Pro. For more Meta-specific hand tracking features, check out the Meta Hand Tracking XR Sample.
This is the Godot OpenXR Vendors plugin which contains: - platform dependent loaders for Android based XR devices - implementations of vendor extensions Learn more about this plugin here: https://godotvr.github.io/godot_openxr_vendors/ Use this version for Godot 4.4 and up.
This is the Godot OpenXR Vendors plugin which contains: - platform dependent loaders for Android based XR devices - implementations of vendor extensions Learn more about this plugin here: https://godotvr.github.io/godot_openxr_vendors/ Use this version for Godot 4.3 and up.
This is a sample project demonstrating the Meta-specific composition layer features supported by the Godot OpenXR Vendors plugin. See the Meta Composition Layers tutorial doc for a detailed walkthrough on these features.
This is a sample project demonstrating the Meta-specific hand tracking features supported by the Godot OpenXR Vendors plugin. See the Meta Hand Tracking tutorial doc for a detailed walkthrough of these features.
Need a container? Select nodes, press Shift+A. - Keep pressing A to keep choosing containers from the list - Picks the most appropriate containers for the layout of the nodes - Grids choose column count automatically - Delete Node dialog now lets you delete while keeping children! Great to get rid of these containers. - After Shift+A, press Escape to cancel - After Shift+A, press R to replace the old parent with the chosen container
This script allows the creation of very BIG numbers, like those you see in idle games. It supports formating to AA-notation like 2.00M, 4.56AA or even bigger numbers. Make sure to get the latest version from Github.
IdeaBoard is Whiteboard tool for game design. You can arrange and manage items such as (scenes, scripts, resources, assets, directories...) in your project. There is no need to go back and forth between the design document tool and the Godot editor. You can create related design for program files within the Godot editor (you can move the canvas and jump!). You can also create Game character correlations document.
PixelPen is a free and open source pixel art editor, proudly created with the Godot Engine. Pixel Pen can be use as godot addons or standalone aplication. Addons files contain GDExtension binary for MacOS, Windows, Linux, Web and Android. # How To Use ## Plugin 1. Copy `addons` folder to your `addons` project folder. 2. Please Keep the plugin directory to `addons/net.yarvis.pixel_pen`. 3. In Godot editor, restart when there is a prompts. 4. In Godot `Project Settings / Plugins`, ensure that PixelPen is enabled. 5. Select `Project / Reload Current Project` to restart, ones more time. 6. In the top of the right side after Assetlib you should see PixelPen Button. 7. Click this button to show PixelPen Window. ## Application 1. Follow above instructions. 2. Set `res://addons/net.yarvis.pixel_pen/editor/editor_main_ui.tscn` as your main scene. 3. Export project for your targeted platform. https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html !NOTE ### MacOS + Read [support.apple.com](https://support.apple.com/guide/mac-help/open-a-mac-app-from-an-unidentified-developer-mh40616/mac) + Control-click `res://addons/net.yarvis.pixel_pen/bin/libpixelpen.macos.debug.framework/libpixelpen.macos.debug`. + Control-click `res://addons/net.yarvis.pixel_pen/bin/libpixelpen.macos.release.framework/libpixelpen.macos.release`. + Open it once with any app.
Extension for using the Lua programming language in Godot 4.3+ - Use Lua to script Godot objects like Node and Resource - Create additional Lua states to support modding in your game, as many as you need! - Supports Godot APIs in Lua: work with variants, Godot classes, load code from "res://..." and more! - Supports Lua objects in GDScript: access LuaState, LuaTable, LuaFunction, LuaCoroutine and more! Check out the project page for more information: https://github.com/gilzoide/lua-gdextension
Note: To use this plugin, simply download it. You don't have to enable it in the plugins menu The aim of this project is to integrate Python scripting into the Godot Engine, allowing developers to write scripts in Python instead of, or alongside, GDScript. This plugin enables the selection of Python as the scripting language when creating new scripts within Godot, providing an alternative for developers who are more comfortable with Python. Platform Compatibility: Please note that this plugin is currently only compatible with Windows 64-bit, Linux 64-bit and MacOS ARM64 systems. Ensure that you are working on one of these platforms to take full advantage of the Python scripting capabilities. Similarity to GDScript: The Python API is designed to be similar to GDScript, making it easier for developers familiar with GDScript to transition to or integrate Python into their projects. Getting Started: To start using Python in Godot: Install the Plugin: Download the plugin and install it in the addons folder Create Python Scripts: When creating a new script, select Python as the language. Refer to the Documentation: Look at the Github page for a short example of the api
Importer and interpreter for Clyde Dialogue Language. Completely written in GDScript. No external dependencies. Clyde is a language for writing branching dialogues/dialogs. Check the docs for more info.
A set of useful nodes to use in Godot projects that facilitate implementing features like split-screen, asynchronous scene loading, a global event manager and caching materials. Documentation at: https://github.com/jocamar/Godot-Common-Game-Framework If you have any questions you can reach out me on Twitter and I'll be happy to help: https://twitter.com/joaomarinheiro
Importer and interpreter for Clyde Dialogue Language. Completely written in GDScript. No external dependencies. Clyde is a language for writing branching dialogues/dialogs. Check the docs for more info.