Plugins

  • Plugin Reloader
    4.2
    v1.1.0Tools

    Quickly reload plugins from the editor main screen. For more see https://kenyoni-software.github.io/godot-addons/addons/plugin_reloader/.

    By: Iceflower
  • QuarkPhysics
    4.4
    v1.0.52D Tools

    QuarkPhysics is a 2D physics engine designed for games. Its goal is to provide a reasonable approach to simulate rigid bodies, soft bodies, and different physics models together. Wiki: https://github.com/erayzesen/godot-quarkphysics/wiki Let's go over what this plugin includes: -A native plugin that integrates the entire QuarkPhysics library into Godot, with builds for all platforms. -An editor plugin that provides unlimited editing capabilities for QMesh inside Godot. -An example project and 8 example scenes to help you try QuarkPhysics and explore how it works.

    By: erayzesen
  • GOAP
    3.0.4
    v1.0Scripts

    A simple implementation of Goal Oriented Action Planning. It provides a script to define action planner nodes that accept actions defined as subnodes or programmatically, and can generate a plan (a sequence of actions) from a description of the current state of the character, and a goal to be achieved. It comes with a funny example that shows how GOAP can be used to easily create complex behaviors.

    By: RodZilla
  • MultiMesh Scatter
    3.5
    v1.0.13D Tools

    A simple tool to randomly place meshes.

    By: Arcane Energy
  • MultiMesh Scatter
    4.0
    v1.1.03D Tools

    A simple tool to randomly place meshes. 🧩 Features - Scatter objects in the scene. Instances automatically rotate to the normal of the terrain. - Adjust the scatter type, size and collision layer and randomize the size and rotation. - Clustering: Place instances in tight groups together. - Apply advanced constraint options to scatter according to: - Terrain angle - Vertex color - Chunks: Split the MultiMeshScatter node into chunks.

    By: Arcane Energy
  • Godot Weapons
    3.1
    v1.0.1Scripts

    ## Weapon Plugin for Godot Weapon bootstrapping in Godot 3.1, written in GDScript. ### What is a weapon? Essentially, I view it as a tool that can be used periodically. This project aims to flexibly implement tool/weapon usage and provide common components. ### How To View the examples in `Test/` for a full introduction to the API. #### Elevator Explanation A weapon is an action with a cooldown. This action may end immediately, after a time period, through an animation, or however you decide (just be sure to call `end_attack` [or `end_action`/`end_reload` depending on situation]). Components can be added as direct children to modify the action's ability to start or end, and may have further customization options in the editor. This project aims to cover most common component needs, but you can extend them or add your own if you like. ### Base components These components will work immediately. - Ammo: Disables the gun when the capacity drops to zero. Could also work as Stamina - Charge: Disables the weapon when capacity is less than Max_Capaciy. - AutoAttack: auto starts the attack upon entering the tree. Restarts the attack once it finished successfully - StartBlocker: conditions/trigger to start action - EndBlocker: conditions/trigger to end action (useful for a charged weapon with a manual release) - BulletSpawner: for instancing scenes on weapon state change. For a bullet hell or intensive application, this should be refactored to pull from an object pool. - Magazine (includes reload action): a magazine. Must make children editable to customize via the Capacity and LongAction children nodes. ### Common Components These components require further scripting to customize them to your weapon-specific implementation. - Combo: change weapon data (animation played, cooldown delay, etc) if it is used quickly enough. Need to add extra data to the JSON and apply it. - Burst: changes multiple attacks into a single atomic attack. Will stop partway through if gun cannot fire (ran out of ammo etc). Relies on developer to implement different cooldown times for burst and non-burst attacks. Need to implement "_apply_burst/original_cooldown" - Recoil: bounce the weapon after shooting. Need to write application for 3D, or change 2D application if your gun needs it. ### Util - Capacity: Parent class for Ammo, Charge, MagCapacity, and others. Has a min, max, and step (for easy increment/decrement). - LongAction: Base class for attacking and cooldowns. Leaves implementation up to developer but allows the components to interact predictably ### Notes All weapons/components currently only tested in 2D, but should work in 3D too.

    By: jarlowrey
  • Old Style FPS Controller
    3.2
    v1.2Scripts

    INPUTS: "forward" "back" "left" "right" "crouch" "jump" This is a character controller that mimics the older "broken" version of move and slide. It has a constant move speed on slopes rather than the "correct" decelerating on ascent and accelerating descent and will stop on slopes below the max climb angle. Also supports bunny hopping and air strafing. Uses mouse for look. Max climb angle, move speed, acceleration, and friction all set with exports. Crosshair is available standalone at https://github.com/0xspig/CrosshairShader

    By: 0xspig
  • AdaptiSound
    4.3
    v1.0.0Tools

    Complete Audio Manager with adaptive music tools for Godot 4.1 Note: This plugin comes with a Demo, if you only want the plugin, you must delete the DEMO folder in addons/adaptisound.

    By: Mr. Walkman
  • First Person Shooter Template
    4.2
    v2.1Templates

    This is an FPS Template for Godot 4. The weapons are created via a resource called Weapon_Resource that allows you to add all the animations and stats to the weapon. The weapon manager will then load all the resources and use the small state machine to control which weapon is active. The purpose of this template is to make prototyping a First Person Shooter a lot faster since the gameplay and weapons can be design an art added later. This is because each weapon takes string references to each animation, you could design a large array of weapons with place holder animations and then when the Rig is ready, swap it in and replace the animation references. The template utilize component very heavily. The weapons themselves are components added to the state machine. The projectiles, whether hit scan or projectile are a separate component that are added to each weapon. And the spray profiles for each weapon. All can be swapped and changed without effecting the other elements.

    By: ChaffGames
  • Action Icon
    4.2
    v1.5Misc

    A configurable GUI icon that displays either keyboard key or joypad button assigned to the given action. Just activate the plugin and add ActionIcon node anywhere, set action and it will work. Keep in mind that in-editor preview is limited; actions only display when running your project. Use Joypad Mode property to control whether the icon should display the joypad button or keyboard key. If set to Adaptive, it will automatically change after receiving relevant input. Joypad Model can be used to customize the look of controller buttons. Supported are Xbox, DualShock and Joy-Con. Setting it to "Auto" will try to auto-detect the controller type. Default is Xbox. Favor Mouse property will make the icon display mouse button over keyboard if available. Fit Mode property can be used for containers. Use Match Width for HBoxContainer and Match Height for VBoxContainer. If none work, use Custom mode and set minimum size manually. You can use get_tree().call_group("action_icons", "refresh") to refresh all visible icons (in case you change the input bindings etc.) Check the repo for more info and GIFs.

    By: KoBeWi
  • Interaction Kit 3D
    4.3
    v1.1.03D Tools

    A versatile interaction toolkit for 3D worlds. Easily create dynamic interactions like picking up, throwing, and more.

    By: ninetailsrabbit
  • Action Icon
    3.4
    v1.2Misc

    A configurable GUI icon that displays either keyboard key or joypad button assigned to the given action. Just activate the plugin and add ActionIcon node anywhere, set action and it will work. Keep in mind that in-editor preview is limited; actions only display when running your project. Use Joypad Mode property to control whether the icon should display the joypad button or keyboard key. If set to Adaptive, it will automatically change after receiving relevant input. Joypad Model can be used to customize the look of controller buttons. Supported are Xbox, DualShock and Joy-Con. Setting it to "Auto" will try to auto-detect the controller type. Default is Xbox. Favor Mouse property will make the icon display mouse button over keyboard if available. Fit Mode property can be used for containers. Use Match Width for HBoxContainer and Match Height for VBoxContainer. If none work, use None mode and set minimum size manually. You can use get_tree().call_group("action_icons", "refresh") to refresh all visible icons (in case you change the input bindings etc.) Check the repo for more info and GIFs.

    By: KoBeWi
  • Eazy Dialog
    4.4
    v0.2.52D Tools

    A great dialogue creation system plugin.

    By: Ivan
  • Godot Third Person Shooter
    3.2
    v1.0.0Demos

    This is the demo from my tutorial series: https://www.youtube.com/playlist?list=PLqbBeBobXe08DLRMDMyY2YXLx-Q4R9Ujl

    By: JohnnyRouddro
  • GDInv (Inventory System Core)
    3.4
    v1.0.10Tools

    This tiny set of scripts allows you make inventory system for your game. It doesn't add GUIs or something like this. Check out project repository to get more info about how to use it!

    By: zcaliptium
  • Procedural 3D Maze
    3.0.4
    v1.03D Tools

    A small addon that generates 3d mazes using a depth-first search algorithm. It can exclude user-defined zones from generation and suggest locations for items (doors, keys, chests...).

    By: RodZilla
  • Project Map
    3.5
    v1.4Tools

    This addon lets you create a "map" of your project to get a better overview and to quickly access your most-used files. It adds a new tab "Project" to your editor. Simply drag and drop files you need to access often into the graph, and organize them how you like. Click on the nodes to access the scenes/scripts. Use CTRL + SPACEBAR from anywhere to access the project map. You can leave feedback or ideas in the Github "Feedback" issue (https://github.com/Yogoda/Project-Map/issues/1). This plugin is open-source, feel free to improve it <3

    By: joel127
  • GDScript Delaunay + Voronoi
    4.0
    v1.3.02D Tools

    A Bowyer-Watson algorithm implementation for Delaunay triangulation for Godot. Also generates Voronoi diagram from triangulation, including neightbour cells scanning. Written as a single GDScript file.

    By: bartek97