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  • Godot Pure Data
    4.3
    v0.2.0Tools

    GDExtension that allows you to interact with and run Pure Data patches. Available for Linux, Windows, and macOS. Note: macOS binaries are unsigned. You will need to grant permissions for the extension to run. Please see the README.md file in the project page for more details: https://github.com/fediazc/godot-pd

    By: nandoman
  • Scene to mesh converter
    4.2
    v1.1.03D Tools

    The scene to mesh converter allow you to convert a complex scene to a single mesh. Select the scene to convert in the scene tree and then either push the "Convert scene to mesh" button or use the "Convert scene to mesh" menu item from the Tools menu. Note: Help improve this plugin through reporting bugs and improvments to the Github repo.

    By: Magodra
  • MapCamera2D
    4.0
    v1.2.2Scripts

    A node that adds mouse, keyboard and gesture zooming, panning and dragging to Camera2D. Exported properties: - zoom_factor (multiplies Camera2D.zoom each mouse wheel scroll) - zoom_min (minimum Camera2D.zoom) - zoom_max (maximum Camera2D.zoom) - zoom limited (if true, MapCamera2D.zoom_min is effectively increased to stay within limits) - zoom_relative (if true, mouse zooming is done relative to the cursor) - zoom_keyboard (if true, zooming can also be done with the plus and minus keys) - pan_speed (adds to Camera2D.offset while the cursor is near the viewport's edges) - pan_margin (maximum number of pixels away from the viewport's edges for the cursor to be considered near) - pan_keyboard (if true, panning can also be done with the arrow keys) - drag (if true, the map can be dragged while holding the left mouse button) - drag_inertia (multiplies the final drag movement each second)

    By: Julian-Vos
  • Playgama Bridge
    3.5
    v1.21.0Tools

    Playgama Bridge is a unified SDK for publishing HTML5 games on various web-platforms. Documentation: https://wiki.playgama.com/playgama/sdk/engines/godot/intro

    By: playgama
  • Hypercasual Gradient Shader
    4.2
    v1.03.1Shaders

    A shader meant for adding gradients to unlit 3D meshes. Contains examples, and documented code.

    By: Trixelized
  • Godot Scene Exporter
    4.0
    v1.0Tools

    I really wanted an easy way to export a scene and all of the dependencies. Enable the addon, then use Project -> Tools -> Export Resource. Choose the scene and then choose the output directory.

    By: Clancey
  • Papershot: A node that takes screenshots of its viewport
    4.3
    v1.1.0Scripts

    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)

    By: anniryynanen
  • Godot Time Control
    4.2
    v1.0.1Tools

    Easy to use time control for godot. Define multiple clocks to create different timelines foryour nodes.

    By: zekogamestudio
  • Ingame BugReporter & Feedback
    3.5
    v1.4Misc

    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.

    By: ASecondGuy
  • GDScript Utilities for Classes and Scenes
    4.2
    v1.1.0Scripts

    Utility functions to ease evaluations of class types and PackedScene files. - ClassUtils: convert and compare between name <--> type of both native classes and user scripts. - PackedSceneUtils: extract useful information from the nodes of any scene file. - VariantUtils: Bonus feature! Provides a few extra utilities, like identifying if a variable is any type of array. Visit the GitHub page or read the README file for more info on usage and limitations.

    By: WagnerGFX
  • gd_planar_reflections
    4.3
    v1.0.1Shaders

    This provides a planar reflection shader and the related camera logic for doing planar reflecitons.

    By: RisingThumb
  • Save Engine
    4.3
    v1.0Tools

    Save and load game mechanics with slots and autosave. Beta version. Includes: SaveService: It's the main singleton service of the plugin, used to save, load, delete and list save slots. SaveAgent: Must be placed on a scene that pretends to be saved, handles all saving process for the scene, there's no need to call SaveService methods on the scene. If there’s an loaded slot and in this slot there’s data related to the scene, it will automatically apply the saved data to the nodes that contains the SaveElement child. SaveElement2D and SaveElement3D: Must be placed on a node or scene that pretends to have the properties saved, handles the serialization and load of the object. Used by the SaveAgent to save and load the scene elements. Specific properties to be saved can be set on the inspector. See documentation on Github and Examples on the plugin repository.

    By: Cianci
  • GDScript Type Matching
    4.3
    v1.2.0Scripts

    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

    By: PattyHoswell
  • Marching Cubes
    4.1
    v1.2Demos

    # Godot marching cubes This is a demo of multiplayer marching cubes game in godot. # Features - Procedural world generation with biomes - Blending different materials - Water - Day night cycle - Multiplayer - Voxel placing and removing # Testing - To run the project open it in godot and run it, two windows will open. - In one window you can enter singleplayer, the other is to test multiplayer. - Connect to the singleplayer world using port 5000. # Adding new voxels - Create a new class that extends Voxel under the "voxel" folder - Give it a unique ID and register it in "Main.cs" - If you're using textures add the uniforms in "terrain.gdshader" and assign the textures in node "Mesh" that is inside "chunk.tscn" - Add it into "terrain.gdshader" under `getVoxelColor` like so: ```glsl if (voxelId == {the id}) { hasNormal = true; normalTex = sampleTex({your normal texture}, {your wall normal texture}, {uv scale}, position, normal).xyz; return sampleTex({your texture}, {your wall texture}, {uv scale}, position, normal).xyz; } ``` # Adding new biome - Create a new class that extends Biome under the "world_generator/biome" folder - Optional: You can call base({your base height}, {your height variation}) - Implement the `GetVoxel` method - Add your biome to `GetBiome` in the "WorldGenerator" class # Adding new surface mesh - Save the geometry as a ".res" file under "voxel/surface_mesh" - Save the texture as ".png" in the same place - In "Main.cs" load your mesh and texture - Instantiate the surface mesh material (res://shaders/surface_mesh.tres) and assign your texture to the parameter "color" ```cs // Example Mesh grass = ResourceLoader.Load<ArrayMesh>("res://voxel/surface_mesh/grass.res"); ShaderMaterial grassMat = ResourceLoader.Load<ShaderMaterial>("res://shaders/surface_mesh.tres"); grassMat.SetShaderParameter("color", ResourceLoader.Load<Texture2D>("res://voxel/surface_mesh/grass.png")); SurfaceMesh.SurfaceMeshes.Add(GrassVoxel.ID, new SurfaceMesh(grass, grassMat)); ``` # Optimizing performance for older hardware You can play with the in-game settings, lower mesh count and render distance. Or: In "world/Chunk.cs" -> `Generate(bool selfOnly)` I smooth the geometry by subdividing, this is optional. Remove these lines: ```cs // Optional GeometrySmoothing.SubdivideGeometry(positions, indices); GeometrySmoothing.SmoothGeometry(positions, indices); GeometrySmoothing.SubdivideGeometry(tranPositions, tranIndices); GeometrySmoothing.SmoothGeometry(tranPositions, tranIndices); ```

    By: gdarielsl
  • Racing Cameras
    4.2
    v0.33D Tools

    This plugin provides a handful of handy cameras for prototyping racing games. It creates an autoloaded singleton that automtically manages the cameras and allows you to switch between them. There are four vehicle cameras: - RacingChaseCamera - a camera that chases the vehicle - RacingMountedCamera - a camera that allows you to switch between multiple user-defined positions on the vehicle - RacingOrbitCamera - a camera that orbits around the vehicle, controlled with the mouse - RacingCockpitCamera - a cockpit camera, which you can look around with, using the mouse And one external camera: - RacingTrackCamera - a camera that automatically switches between user-defined positions around the track in order to follow the vehicle. Check out the documentation for more information, and the example scenes to see all the cameras in action.

    By: skaruts
  • GMC: Media Controller for MPF
    4.3
    v0.1.3Misc

    The Godot Media Controller (GMC) is a display platform for creating pinball games using the Mission Pinball Framework (MPF). With GMC, pinball makers can use Godot as their graphics engine for robust screen content and media features on games built on MPF.

    By: avanwinkle
  • GDScript Code Upgrader
    4.0
    v1.0.1Tools

    Code Upgrader is a tool designed to help upgrade your GDScript code from Godot 3 to Godot 4. This plugin automates the process of updating deprecated methods, properties, and syntax, ensuring your projects are compatible with the latest version of Godot.

    By: christinec.dev
  • LaIK
    4.2
    v0.0.2-alpha2D Tools

    Inverse Kinematic addon for Godot (experimental).

    By: thiagola92
  • Godot-Lobby 4
    4.2
    v1.0.0Projects

    This is a template to create a multiplayer lobby using Godot.

    By: tatisgordon
  • Poki SDK
    4.3
    v1.2Scripts

    This plugin provides a web export preset and a gdScript wrapper for integrating with Poki Platform's SDK.

    By: vkrishna
  • Game Console
    4.3
    v0.4.0Tools

    Addon to add a console to your game, this will allow you to run commands after opening the console. To add a command simply use Console.register_custom_command("reload", _reload, [], "Reload current scene") where reload is a function without parameters. If you want to parse parameter use Console.register_custom_command("count_up", _count_up, ["(int) amount to count up"], "Increase the counter", "Command will increase a local counter", ["count_up 1", "count_up 3"]) This adds a command with a single argument, a short and long description and some examples. To unregister it run, this should be done if a node does leave the scene tree. Console.remove_command("reload") Other interessting methods ## Change the console settings ## There are more options Console.update_console_settings(func(settings: ConsoleSettings): ## Set key to toggle console settings.open_console_key = KEY_F12 ## Pause game tree if console does open up settings.pause_game_if_console_opened = true ) ## Hide console Console.hide_console() ## Show console Console.show_console() ## Disable console completely, can be used to remove it on release builds Console.disable() ## Enable a disabled console Console.enable()

    By: Xanatos
  • Blankit
    4.4
    vv0.1Tools

    Wrap your Godot game project in a cozy Blankit! An all-in-one framework for making games in the Godot Engine, Blankit contains a ton of tools to allow you to jump straight into actually building your game, without worrying about common systems. More information can be found at blankit.tools!

    By: yukonmakesgames
  • Signal Event
    4.3
    v1.0.4Tools

    Elevate your Godot projects with the SignalEvent plugin, simplifying complex signal interactions for cleaner, more maintainable code. Safeguard your signal connections against unexpected disruptions and errors, gaining deep insights into signal behavior for streamlined debugging.

    By: EiTaNBaRiBoA
  • Platform Shooter
    4.2
    v1.0Demos

    This is a small platform shooter demo with menus, stats, huds, basic enemy and sounds, feel free to use how you see it fits.

    By: waffleawt