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  • CORE Framework
    4.2
    vv2-release0Tools

    The framework that simplifies your game/application development. Important » Updating the framework via the asset library is slow, consider switching to the git installation method for faster updates: https://core.staropensource.de/getting-started/setting-up/#using-git Repository » https://git.staropensource.de/StarOpenSource/CORE Documentation » https://core.staropensource.de Getting started guide » https://core.staropensource.de/category/getting-started/ Changelogs » https://git.staropensource.de/StarOpenSource/CORE/releases Changelog for this update » https://git.staropensource.de/StarOpenSource/CORE/releases/tag/v2-release0 The CORE Framework includes this: - simple but rich logger implementation - a crash handler - a graphical log - miscellaneous useful functions - a scene manager - awaitable and/or batched (download) requests - settings manager - data validation - mod loader (soon) - and much more!

    By: JeremyStarTM
  • CSGMesher
    4.1
    v0.0.43D Tools

    Add some superpowers to your CSG Shape Nodes! With CSGMesher, you can quickly output the final static mesh as well as an optional static body and collision shape. You can also set a group on the ouput nodes. The collision mask and layer of the node is now also copied to the output.

    By: dbat
  • CSConnector (Contextual Signal/Setup Connector)
    4.1
    v1.0.0Scripts

    The Contextual Signal/Setup Connector provides a clean interface to dynamically manage descendant nodes. Its purpose is to enhance decoupling and flexibility in mid-to-large games. Valuable for: * Structural decoupling * Temporal decoupling * Connecting signals on descendant nodes * Connecting setup (dependency injection) on descendant nodes It's recommended to read the usage guide by clicking through View Files > Wiki > Usage Guide.

    By: svetogam
  • StateSync - Advanced Game State Management for Godot
    4.0
    v1.0Scripts

    The script uses two static functions to create a wait system for your scripts akin to using create_timer(). However instead of an abstract time you place the state of the script you wish to wait for. The StateSync will create a node with debug information at runtime about what called the StateSync and its id. When the state becomes your desired state it will continue your code's processes. There is no Autoload in the script and it comes with 2 calls, a singular wait condition or grouped batched wait conditions. The README contains example uses.

    By: Arte
  • BSON for Godot
    4.4
    vv1.1.2Tools

    This is a simple BSON serializer and deserializer written in GDScript that is originally designed to be compatible with JSON for Modern C++'s BSON components, but it can be used with any other BSON tool. From bsonspec.org: BSON, short for Bin­ary JSON, is a bin­ary-en­coded seri­al­iz­a­tion of JSON-like doc­u­ments. Like JSON, BSON sup­ports the em­bed­ding of doc­u­ments and ar­rays with­in oth­er doc­u­ments and ar­rays. This plugin is useful for server/client communication, interacting with MongoDB, reducing JSON file sizes, etc.

    By: Zakarya
  •  3d Maze Generator
    3.0
    v1.03D Tools

    Not for 4.0+! It is a plugin that you select the size of map you want (square map size only atm), and generate. Due to limitations in the editor, it will only generate up to about a 40 x 40 meter maze, which actually is intense! You should try it :)Once generated, it will perform algorithms so create a closed wall system for paths where only a single path will get you to the area of your selected finish. There are two meshinstances that mark the general areas of start and finish. Forward or backwards up to you. Each wall is a meshinstance that can be opened, scripted like doors, visibility, collisions, etc. Make it yours! You can even save the map as an obj for external editing further!. Questions, let me know.

    By: mojoyup1528
  • NZ projectiles
    4.4
    v1.152D Tools

    Plugin for Godot that adds a projectile system. There are two projectile classes, base one and extended, to which you can add more stuff, like changing speed every second or making it disappear only after interacting with 3 objects.

    By: Neko_Zero
  • WPGTK Theme
    4.0
    v1.0.0Misc

    This is a plugin for Godot Engine that was made to use with WPGTK tool available for Linux to change the editors color scheme. Technically speaking, it is a plugin that listens to the 'config/wpgtk-colors.txt' configuration file and updates the editor's theme accordingly, so in theory any application that can change the contents of that file will also work, but the installation guide here is only for setting it up with WPGTK.

    By: bellsworne
  • GodotManagerGDS
    4.3
    v0.4.5Projects

    A tool for managing all things Godot. *WIP

    By: Buck Wild Games
  • Simple-First-Person-Controller
    4.4
    v1.0Scripts

    A simple Godot First-Person Controller with movement, jumping, walking, crouching, footstep sounds and smooth animations. Input Setup: Configure these inputs in the Input Map: - forward (W recommended) - backward (S recommended) - left (A recommended) - right (D recommended) - jump (Space recommended) - walk (Shift recommended) - crouch (Ctrl recommended) Features: - Ceiling Detection: Uses a raycast to prevent uncrouching if there’s not enough space. - Landing Animation: Smooth transition when hitting the ground after a fall or jump.

    By: Linko
  • Parametric 2D Platformer Player Controller
    4.4
    v1.02D Tools

    Player controller for 2D Platformers designed with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity. Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime). All the grouped chunks of data (like horizontal movement or jumping) are put in custom Resource types, so a user could easily define different styles of movement (eg: running, walking, and crouched) and switch between them from their own script. Double jumping is enabled by giving "Aerial Jump Data" one entry. triple jumping by giving it two entries, etc. The same Resource can be used multiple times to keep all jumps feeling the same. Left, right, and jump inputs are selected from a dropdown which pulls from the ProjectSettings' input map. All of these and a general "Floor Coyote Time" have a configurable buffer size which lets the player buffer a given input before it's permitted to trigger it on the first possible frame. Users can specify their own custom inputs and buffer windows as well for adding additional actions (eg: dodging, dashing, attacking). Wall jumping is enabled, again, by providing a Resource with jump data (this can also be the same as your normal jump data). You also specify some ratios to define the feel of wall jumping. Wall sliding can also be enabled by decreasing its "Terminal Velocity Ratio" to a lower value (I've found 0.2 works well). Of course, there are signals for basically every event that the player could cause. This is to make it easy for you to drive animations, sound effects, and particle effects via the player controller without needing to write more code (very nice for prototyping and non-code-oriented developers). Everything is fully documented with examples, if you're ever unsure of what something means.

    By: BryceDixon
  • CSLocator (Contextual Service Locator)
    4.2
    v1.1.0Scripts

    Are singletons giving you a headache? Is injecting dependencies getting you down? The Contextual Service Locator could be the answer to your game programming architecture woes! Don't delay! Try the Contextual Service Locator (formerly known as "I Can't Believe It's Not A Singleton!") today! Real Description: The Contextual Service Locator provides a clean interface to register and find objects through the scene tree like localized singletons. Its purpose is to enhance decoupling and flexibility in mid-to-large games. Valuable for: * Structural decoupling * Temporal decoupling * Multiplying and localizing singletons It's recommended to read the usage guide by clicking through View Files > Wiki > Usage Guide.

    By: svetogam
  • StatSets
    4.3
    vv1.0.0.0Tools

    A simple yet extendable implementation of RPG style stats. Inspried by Gloot. Depends on Novatools.

    By: NovaDC
  • Advanced Rich Text Label
    4.4
    v1.0Tools

    Rich Text Label that supports custom text parsing using custom BBcodes.

    By: xynanlee
  • Cubiix Project Template Addon
    4.3
    vV_A.01.01Templates

    This is a template for making Cubiix Project related projects, just to make it a bit simpler.

    By: Duskitten
  • EngA - Engine Agnostic Framework
    4.3
    v0.1.0Tools

    A framework designed to help writing a shared code base that works in more than one engine at the same time. Currently in very early prototype stage, it supports selected subsets of Godot 4.3 and Unity 6000.0 Working prototypes can be found at the following repositories: https://gitlab.com/engine-agnostic-code-project/user-projects-godot/-/tree/iteration-01 https://gitlab.com/engine-agnostic-code-project/user-projects-unity/-/tree/iteration-01

    By: amarinat
  • GodoverIt
    4.4
    v1.0.0Misc

    A Extension for Godot that allows the window to function as an overlay. Added features: -Keybinds for when window is not focused -Toggle input passthrough -Toggle window visibility Existing features that are updated: -Borderless Window -Full window transparancy -Always on top The Overlay Extension is a Object type that can be used created and enabled The Addon is a Overlay Node type that interacts with object to show how to use Made in Godot 4.4 *only on Windows

    By: Buck Wild Games
  • Godot Active Window Info
    4.4
    v1.0.0Misc

    A Extension for Godot that gets the OS active window info Gets the window title and position Made in Godot 4.4 *only on Windows

    By: Buck Wild Games
  • Sprite2D Rect Editor
    4.1
    v1.0.12D Tools

    This addon allows easier editing of the `region_rect` property of Sprite2D nodes. The addon should be compatible with Godot 4.1 through 4.3. It may work for other 4.x releases but I haven't tested them. When a Sprite2D is selected in the editor and has `region_enabled` checked, additional handles will appear on each side of the Sprite2D. Dragging these handles will resize the region rect in the given direction while adjusting the node's position and the region's x/y/width/height properties such that the opposite edge stays put. Caveats: - The Sprite2D must have `global_rotation` set to a multiple of 2π (e.g. 0). I didn't want to have to figure out how to measure drag distance along any arbitrary axis, but pull requests are welcome. - The handles will always snap to 8px increments. Godot doesn't provide a way for addons to fetch the editor's configured snap settings (see: https://github.com/godotengine/godot/issues/11180). You can change the snap distance for your project's needs by changing the `grid_size` constant in `plugin.gd`. As a bonus, the plugin adds an "autorect" button to the Sprite2D inspector. When pressed, it sets `region_enabled` to true and sets the region rect to the size of the image. This is in contrast to the default behavior which just sets the rect's dimensions to 0 when you enable the region.

    By: andrej88
  • Tiny Treats - Homely House set
    4.1
    v1.03D Tools

    With this small set of cute, stylized low-poly game assets, you can create a cozy home scene. This set includes a cute stylized house, a set of fences, trees, other outdoor decorations, and a base tile to place it all on! This set is perfect for adding a home to your RPG world or as part of your game's village. Features: - 16+ 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
  • Taffer's Logger
    4.3
    v2.0Scripts

    A simple logger that emits BBCode-formatted log entry signals.

    By: Taffer
  • HTTPEventSource for Server Sent Events
    4.0
    v1.1Misc

    A GDScript Implementation of EventSource, a Web API available in Browsers and JavaScript for reading Server Sent Event Streams (SSE). It comes with exhaustive docs and implements the spec fully and is licensed under the MIT License. To contribute, raise issues or view the source code go to https://gitlab.com/DaGammla/godot-http-event-source

    By: DaGammla