
Socket.IO and Engine.IO client addon that supports both HTTP long-polling and Websocket
Socket.IO and Engine.IO client addon that supports both HTTP long-polling and Websocket
This addon provides a complete and simple way to handle abilities and their life-cycle. It includes one Resource type (Ability) which can be extended to define how your abilities work and one Node (AbilityContainer) which does the heavy-lifting for you. Abilities' features are: - Cool-down and duration handling - Activation and cancelling abilities - Blocking and unblocking abilities - Granting and revoking abilities
This tool allows you to use Wave function collapse algorithm in 3D. It adds an editor window for setting up objects and their rules. Detailed user manual in GitHub repository.
A Node-Based, thread-safe and synchronous Job Queueing System for Godot
A Godot implementation of Sebastian Lague's solar system. Contains a procedural planet generation and a simulation of celestial bodies.
A small editor widget which provides basic functions for tracking your time with the Godot editor. Track which main screen view you are using the most. Fork of Godot Time Traker by YuriSizov
A plugin for flash animation, The plugin can bring Flash animations into Godot.
VLC extension for Godot. Supports Godot 4.1 and newer. With this GDExtension, videos can be loaded as VideoStreamVLC.
A Camera addon for Godot 4.2.2. Loosely based on the Unity Cinemachine. Makes blending and shaking cameras easy! Aimed to reduce the amount of code lines in your project a lot. A lot can be configured in the Inspector. See GitHub for a full list of features. I developed this as a part of my final thesis in game engineering. Written in C++, supported in GDScript. Wiki https://github.com/LumiToad/GDExtension_CineCam/wiki GitHub https://github.com/LumiToad/GDExtension_CineCam/ Example project https://github.com/LumiToad/CineCam_Example Supported platforms: Windows x86 32 / 64 Linux x86 32 / 64 Source code is available on GitHub, so you can compile your own builds!
An addon that allows you to convert value tracks to bezier tracks in animations.
This addon for Godot provides an energy shield that can be easily integrated into your scenes. You can use either the shield_plane.tscn or shield_sphere.tscn directly, or apply the shader to other materials. Note that some adjustments may be needed to ensure proper functionality on meshes other than planes and spheres. Showcase Video: https://youtu.be/0YiZSrtxtcg GitHub Repo: https://github.com/nojoule/energy-shield
The official Hathora Godot Addon, written in GDScript. Hathora Cloud is a fully managed hosting platform for multiplayer game servers. Upload your game server and instantly have access to 12 regions around the world. With a single API call you can dynamically spin up and down rooms and continuously push updates to your build with zero-downtime. You also get server logs, system metrics, and DDoS protections out of the box. This addon contains: - Hathora editor plugin to configure, build, and deploy your server directly from the Godot editor - Hathora GDScript SDK for programmatic integration. Authenticate players, create and join lobbies, and more!
A testing framework without any of the bells and whistles. Only thing it does is provide scripts so you can run a "scene" as a unit test suite. No additional GUI and configurations needed. Setup is as simple as creating a scene with the correct nodes. See the repo for more documentation.
Tool to measure time spent in loved by many people game engine - Godot Officially approved to use in High Seas event created by Hack Club
* All informations are on the Github repository page ! : https://github.com/Jeh3no/Godot-State-Machine-Third-Person-Controller/tree/main ---------------------------------------------------------------------------------------- A simple and complete third person controller asset, made in Godot 4. This asset is a heavely modified fork of Gtibo's Godot-Plush-Character project (https://github.com/gtibo/Godot-Plush-Character). It provides a simple, fully commented, finite state machine based controller, camera, as well as a properties HUD. A test map is provided to test the controller. A cute 3D character model made by Gtibo is also provided, fully animated (he use an animation tree powered by a state machine as well), plus movement sounds and particles effects. The controller use a finite state machine, designed to be easely editable, allowing to easily add, remove and modify behaviours and actions. Each state has his own script, allowing to easly filter and manage the communication between each state. He is also very customizable, with a whole set of open variables for every state and for more general stuff. This is the same for the camera. The asset is 100% written in GDScript, with the snake case convention. He works perfectly on Godot 4.4, and should also works wells on the others 4.x versions (4.3, 4.2, 4.1, 4.0), but you will have to remove the uid files. ------------------------------------------------------------------------------------------ Features : - Smooth moving - Ability to move on slopes and hills - Walking - Running (continious and once pressed input) - Jumping (with multiple jump system) - Auto jump - Jump cutting - Jump buffering - Coyote jump/time - Air control (easely customizable thanks to curves) - Ragdoll - Default/Free camera - Aim/Shooter/Above shoulder camera (with left and right sides) - Camera pan - Camera zoom - Model orientation (camera independant, or camera follower) - Properties/Debug HUD
TL;DR: Import raw data from several file types (yaml, toml, hjson, xml, csv, xlsx, ods, odb, sqlite) in the same manner as a JSON resource but processing the strings with str_to_var. WARNING: This add-on has system prerequisites and does not work without them, read the "Prerequisites" section in the README.md for further details. ================================================== Hi =)! Did you know that since godot 4.0 the JSON class is a Resource =O? Previously it was just a helper class, but since godot 4.0 you can do something like "var mydata = load('res://my.json').data" and just start using your parsed data =D! But that only works for json files ;-(. Oh, how GOOD and WONDERFULL and NEEDED and FANCY and LIFE CHANGING would it be if we could do that same thing with other files like yaml, toml, xml, csv, or an excell spreadsheet, or an sqlite database... But wait! Here I come to your aid. With this addon, you can do just that! With the one and only "Gnumaru's Static Data Importer" you can import a plethora of files as if they where just a plain old json resource! You can write concise nested dictionary structures in yaml and load it =D! You can write well organized spreadsheets with lots of interdependent data and full of functions in microsoft excell (or any other software that saves as xlsx or ods like libreoffice, onlyoffice, wps office or google docs) and load it =D! You can write a well structured and coherent database in sqlite or odb (libreoffice base format) and load it =D! And all of this is done only in the editor, in the asset importing stage. That is, while exporting your game for production, you can just throw away the addon, the imported data is not dependant of the addon at all! Just use the addon and be happy =D! You can thank me later ;).
Easy to use time control for godot. Define multiple clocks to create different timelines foryour nodes.
Allows your players to send bug reports, feature requests and general feedback directly from within the game to a discord webhook. Features 2 different BugReporter UI designs and 1 survey style UI. From there you can do whatever.
A Script to get class type (Also works for custom class and cross-scripting). Can be used for pattern matching. Your script must have class_name (Or [GlobalClass] if C#) for this to work as intended
Allows displaying of Admob ads on Godot apps that are exported to the iOS platform. Installation Steps: - click `Download` button - on the installation dialog... -> keep `Change Install Folder` setting pointing to your project's root directory -> keep `Ignore asset root` checkbox checked -> click `Install` button - enable the addon via `Project->Project Settings...->Plugins` in the Godot Editor - enable the plugin via `Project->Export...->iOS` in the Godot Editor
Don't want to think about screenshots for every jam game? Papershot to the rescue! Papershot is a node that takes screenshots of its viewport. Screenshots can be taken either by calling Papershot.take_screenshot(), or by configuring a shortcut. They're saved with filenames such as "Screenshot 2024-07-26 17-46-21-149.jpg". If you use Papershot and would like more features or configuration options, open an issue or contact me. Configuration options: - folder: Folder to save screenshots in - shortcut: Shortcut for taking a screenshot - file_format: Format to save screenshots in, JPG or PNG Signals: - screenshot_saved(image, path) - io_error(error, path)
High-performance YAML parser and serializer for Godot 4.3, powered by RapidYAML. It supports most Godot Variant types, offers customizable formatting, and integrates with the editor for seamless YAML handling. Features include syntax validation, detailed error reporting, and multi-threaded support.
A plugin to make writing compute shaders less painful. Supports Godot 4.3+, almost certainly supports any 4.x version.
A lightweight, fast, and flexible Finite State Machine implemented in C++ GDExtension. Includes a StateMachine node that allows several States and StateTransitions to be added through a power graphical editor plugin. Each state and transition can be extended through scripts and provided virtual methods to do processing when active. Also includes full class documentation and script templates.