
Visual shader node library for Godot engine. Supports all 4.1.0+ versions! Adds various extra nodes to use in built-in visual shader editor. NOTE: THIS VERSION IS DEPRECATED, USE "SHADER-LIB" INSTEAD.
Visual shader node library for Godot engine. Supports all 4.1.0+ versions! Adds various extra nodes to use in built-in visual shader editor. NOTE: THIS VERSION IS DEPRECATED, USE "SHADER-LIB" INSTEAD.
This includes a basic scene and environment set-up for a pleasing and bright result, comes with the (CC0 licensed) Mini Arena pack.
Instantly create easy to modify 2D platformer player characters with built in features like coyote time, jump buffering, jump buffering, dashing, crouching, rolling, wall jumping/latching/sliding, and more! New: Presets added! Dashing Improved! Coyote time set to zero fixed.
Simple GUI transitions to swap menus elegantly. This plugin gives access to the GuiTransition node which allows to transition multiple GUI layouts easily. Designed for Godot 4.x. See the example scene on addons/simple-gui-transitions/example to see it in action. See the documentation at: https://github.com/murikistudio/simple-gui-transitions#readme
This is a Godot editor plugin which allows other plugin developers to quickly reference various theme properties defined in the main editor theme. Multiple fonts, styles, colors and icons are available through the editor's UI tree. With Editor Theme Explorer plugin creators can easily find theme items that would fit their own UI and reuse them, providing users with seamless experience between the editor's native UI and the UI added by plugins. By reusing existing theme definitions it becomes trivial to support all of your plugin users, even those who customize their editor theme. Explorer comes in a form of a new dialog window (Project > Tools > Editor Theme Explorer), and allows to search, preview, and get code snippets for: - Icons, - Colors, - Fonts, - Styleboxes, and - Constants. This version works in Godot 4.2/4.3. Separate versions are available for Godot 3.x and Godot 4.0/4.1.
A collection of control nodes usable in a variety of games and GUI applications. Containers: - Interpolated Box/Flow/Free: Containers that smoothly animate children when they enter or change order. Drag-and-drop reordering and drag-and-drop to move between containers in both variants. Vertical layout and compacting children to fit are features supported in the Box variant. - Radial Container: script-based "Pie menu", supports texturing, tweening, different item sizes (via size_flags_stretch_ratio), and multiple position-to-index functions. - ScaleContainer: When resized, scales children instead of resizing them. With the integer scale setting, can be used for pixel-perfect viewports. - Child Transform Container: transform a Control's children while preserving minimum size. - ScrollZoomView: node that can have one child and allows to scroll and zoom using the mouse. Allows smooth zoom. - MaxSizeContainer: Limits child size to a max size. - View Switcher: Keeps only one child, and optionally a background, visible. Utility: - Draggable: node that can be dragged and resized with the mouse pointer, with grid snapping, parent-clipping, and a visible resize margin. - MultiSelection: allows dragging a box-selection over children of any specified node. Can detect [CollisionObject2D] and [Control] nodes. Can move all selected [Draggable] and [InterpolatedContainer] nodes together. - Connection Line: connection arrow between two Control nodes, even across different parents. Can be dragged to be reconnected to another node with the same parent, with optional creation of waypoints to path through. - Container Quantity Keeper: Keeps count of duplicates added as a child to a node, and merges them into one node. Best with **Interpolated Box/Flow**. - Remote Transform Rect: transform a Control remotely similar to RemoteTransform2D/3D - Data Dropper: passes Godot's built-in drag-and-drop callbacks via signal - Flipped Split: SplitContainer anchored to the other side for when the parent is resized Input: - Theme Icon Button: I use it in my other plugins all the time! Grabs icon from theme by name. - Properties Box: Form to input values like you'd use the inspector. Strings, bools, numbers (sliders supported) and enums. Allows foldable groups. - Unfolded Option Button: list of options, pick one or use as bit flags
YAT stands for Yet Another Terminal. The goal of this project is to create a real terminal integrated with Godot that allows you to perform actions whether in the game, editor, or user system. This is intended to facilitate game development, debugging, and prototyping. The second goal, which is particularly important to me, is to make YAT as open as possible to change, personalization, and expansion, so that everyone can customize it as much as possible for their own project. Of course, creating such a complex and ambitious project is extremely difficult (especially alone), so it will still be in beta for a long time to come. Features: Over 35 built-in commands Small size footprint (< 512 KB) Custom commands (regular & threaded), extensions and windows Automatic input validation (arguments, options) Debug screen (FPS, CPU, GPU, etc.) Access to the node tree (experimental) Plugin customization Quick Commands Autocompletion Script templates Ability to restrict access to the plugin Automatic update
This add-on provides higher-quality, more portable antialiased Line2D drawing compared to the default Godot implementation. Features: - Supports opaque and translucent Line2Ds with any joint and cap type (including multiple overlapping Line2Ds). - Supports lines of any width (constant or variable over a curve). - Lines with a thickness greater than 256 pixels may appear slightly blurry, but will still render correctly. - Features an AntialiasedPolygon2D helper node to draw 2D antialiased polygons, keeping the polygon and line in sync. - Features an AntialiasedRegularPolygon2D helper node to draw 2D antialiased circles and other regular polygons (such as hexagons). - Supports Camera2D zoom and multiple resolutions. - Works with both the GLES3 and GLES2 renderers. - Works on desktop platforms, Android, iOS and HTML5. - High performance, as only a single 256×256 custom texture is used. - Can convert existing Line2D nodes to use AntialiasedLine2D (see the usage documentation). This way, you don't need to redraw lines you've already drawn. See the usage documentation at: https://github.com/godot-extended-libraries/godot-antialiased-line2d Demo project: https://godotengine.org/asset-library/asset/1267 4.x version of this add-on: https://godotengine.org/asset-library/asset/3103
This add-on provides higher-quality, more portable antialiased Line2D drawing compared to the default Godot implementation. Features: - Supports opaque and translucent Line2Ds with any joint and cap type (including multiple overlapping Line2Ds). - Supports lines of any width (constant or variable over a curve). - Lines with a thickness greater than 256 pixels may appear slightly blurry, but will still render correctly. - Features an AntialiasedPolygon2D helper node to draw 2D antialiased polygons, keeping the polygon and line in sync. - Features an AntialiasedRegularPolygon2D helper node to draw 2D antialiased circles and other regular polygons (such as hexagons). - Supports Camera2D zoom and multiple resolutions. - Works with all rendering methods (Forward+, Mobile, Compatibility). - Works on desktop platforms, Android, iOS and Web. - High performance, as only a single 256×256 custom texture is used. - Can convert existing Line2D nodes to use AntialiasedLine2D (see the usage documentation). This way, you don't need to redraw lines you've already drawn. See the usage documentation at: https://github.com/godot-extended-libraries/godot-antialiased-line2d Demo project: https://godotengine.org/asset-library/asset/3104 3.x version of this add-on: https://godotengine.org/asset-library/asset/1266
Develop Online, Multiple Controller, swap, and solo multiplayer games at once! Check out the documentation: https://mpc.himaji.xyz/docs/
Moves the file dock to the bottom of the editor. Includes hotkey to show/hide. Edit Shortcut tres file to desired buttons, default is CTRL + Space.
Traits made easy in Godot 4 Version 2.0.1 is live ! Compatible with Godot 4.4. For older Godot versions, please use 0.x versions, downloadable on Github (https://github.com/Earewien/godot-traits/releases) Godot Traits is an addon designed to bring traits into GDScript. A trait embodies a collection of behaviors (variables, functions, signals, etc.) that can be utilized to extend the functionalities of a class. Given that Godot Engine lacks an official interface system, many developers resort to composition for combining various behaviors in a single class. However, implementing composition correctly can become complex and inconsistent. This addon's goal is to offer a streamlined and accessible approach for adding and removing behaviors from objects in Godot. This is achieved by defining trait classes and attaching them to objects, and using auto-generated utilities to use them. Features: - Trait declaration using annotation - Auto-generated trait helper class to manipulate traits - Scenes and nodes as traits, - Strongly-typed traits and autocompletion - Strong trait usage runtime checks - Dynamic addition and removal of traits - Automatic trait dependencies injection - Traits inheritance
Godot RL Agents is a fully open source package that allows video game creators, AI researchers and hobbyists the opportunity to learn complex behaviors for their Non Player Characters or agents. Find out more at the libraries github repo: https://github.com/edbeeching/godot_rl_agents
godot-playfab is an addon for the Godot Engine to use Azure Playfab. godot-playfab has been proven in production by games like Dome Keeper by Bippinbits! ** INSTALL NOTE** You only need to select the `addons/godot-playfab` folder for installation! Other fields are only examples/extras! I wanted to create an opinionated, "natural" Godot integration/SDK. Anyone could use the C# SDK right now or use any SDK with GDnative. But these SDKs are only generated SDKs, with a lot of duplicated models, which are nothing more than an API wrapper.
A Godot addon to help refactor animations for the AnimationPlayer. Edit property references, delete tracks, and even change the root node of the Animation Player without breaking all the path references. No need to manually update every single track every time you move or rename a node and properties in the scene. Notes: - This addon only refactors Animations, so deleting or renaming nodes does not affect the actual nodes. It is recommended to move/rename the actual nodes first, and then use the plugin to fix broken animations. - (Important) Please make sure to use proper version control with this addon to prevent losing changes. Logo icon created by Freepik - Flaticon (https://www.flaticon.com/free-icons/refactoring)
A Motion Matching plugin for Godot 4.4 and above. Motion matching is a different way of animating your characters, that allows you to have realistic body motion from a set of animation, without requiring setting up any complicated animation state machines. This module is still under development, and code contributions are welcome!
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.
This is a sample project demonstrating the Meta-specific passthrough features supported by the Godot OpenXR Vendors plugin. See the Meta Passthrough tutorial doc for a detailed walkthrough of these features.
This is a sample project demonstrating the Meta scene and spatial anchor features supported by the Godot OpenXR Vendors plugin. See the Meta Scene Manager or Meta Spatial Anchors tutorial docs for detailed walkthroughs of these features.
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 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.
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.