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  • GECS
    4.0
    GECS
    102
    v3.5.1Scripts

    GECS - Godot Entity Component System A lightweight and performant ECS framework that integrates seamlessly with Godot 4.x, built to leverage Godot’s node system. It supports: - Full integration with Godot’s node system - Query-based filtering of entities with optimized component indexing - System groups for organized processing - Component resources that work in the editor - Straightforward setup with automatic node management - Clear examples (Zombies Ate My Neighbors, a 2D Breakout clone) OVERVIEW GECS follows the Entity Component System (ECS) pattern: - Entity: A container (a node extending Entity) representing an object. - Component: A data container resource (extends Component) with properties but no logic. - System: A node (extends System) that defines a query for relevant entities and the logic to run on them. - World: A central node (extends World) that manages entities and systems. FEATURES - Components: Simple resources, easy to edit in the Godot inspector. - Entities: Node scenes that extend Entity and automatically synchronize component data. - Systems: Nodes that define queries (for example using with\_all, with\_any) and process matching entities. - System Groups: Specify a group name such as "physics" or "gameplay" to organize and process systems at different times. - ECS Singleton: Global access to your current World, allowing you to call ECS.process(delta, group). - Relationship Support: Use relationships as specialized resources to link entities. - Advanced Queries: Use with\_relationship, with\_reverse\_relationship, and various conditions to refine your entity matching. WHY USE GECS - Improved code organization and maintainability - Clean separation of data (components) and logic (systems) - Intuitive queries for selecting and managing entities - Works naturally with Godot’s scene and node structure GETTING STARTED 1. Place the GECS addon in your project’s addons folder. 2. Enable the plugin in Project Settings > Plugins. 3. Ensure ECS.gd is autoloaded (done automatically when enabling the plugin). 4. Create your own entities, components, and systems. 5. Place a World node, attach your systems and entities, then call ECS.process(delta, group) as needed. SIMPLE STEPS - Create Components, for example Velocity or Bounce, each with exported properties. - Create Entities, adding the desired components in the inspector. - Create Systems, define queries such as with\_all, and implement the logic. - Add Systems to your World node, optionally setting a group. - Process them via ECS.process(delta, "group\_name"). USE CASES - 2D and 3D games needing modular and scalable code - Clean separation of concerns in larger projects - Editor-based design of components without heavy scripting - Simplified debugging of component data SPECIAL FEATURES - Relationship-based queries for advanced linking of entities - System groups for controlling update order - Resource-based components that can be instanced or shared - Editor support for exporting component properties CONCLUSION GECS streamlines development with a concise Entity Component System approach that fits naturally into Godot’s node structure. Build maintainable, modular games with flexible queries, reusable data containers, and powerful system organization.

    By: csprance
  • Card Framework
    4.3
    v1.0.02D Tools

    Card Framework is a lightweight, extensible toolkit for creating 2D card games in the Godot Engine. Whether you're building a classic Solitaire, a TCG (Trading Card Game), or a deck-building roguelike, the Card Framework provides flexible card handling and UI structures to speed up development. Use this framework as a starting point for card-based gameplay in any 2D project.

    By: chunuiyu
  • Godot Midi
    4.2
    v0.2.0Scripts

    This add-on allows for the import and playback of MIDI files in Godot. Great for syncing events to music, making rhythm games, or even your own audio production/synthesis applications. Features: - Easy import of MIDI files as Godot Resources - Easy MIDI event handling with signals - Imported MIDI events stored in an array of dictionaries per-track - Asynchronous playback via a separate thread - Linking to one or more AudioStreamPlayers for synchronization with music Please note: this is a work-in-progress, bugs/unexpected behavior may occur. Please consult the README on GitHub before using it. Bugs reports, suggestions, and feature requests are welcomed!

    By: nlaha
  • Yandex games SDK 4.3+ (non official)
    4.3
    v0.3.0Tools

    Yandex games SDK non official implementation for godot. I do it for my games, so it's not a complete SDK implementation yet. If you lack of some functions, you can do it your self and contribute or create issue on github. I will be appreciate you. For use install plugin and add "yandex" feature to your export RU Неофициальная реализация Yandex SDK для godot. Делаю для себя и своих игр, по этому тут реализованны не все методы и не всегда до конца (буду потихоньку доделывать). Если не хватает каких либо функций или я что-то криво сделал, можете создать ошибку (может быть я до неё дойду) или исправить и залить github, буду очень признателен. Просто установите плагин и добавьте "yandex" к вашему экспорту

    By: BasilYes
  • Yandex games SDK (non official)
    3.5
    v0.1.1Tools

    Yandex games SDK non official implementation for godot. I do it for my games, so it's not a complete SDK implementation yet. If you lack of some functions, you can do it your self and contribute or create issue on github. I will be appreciate you. RU Неофициальная реализация Yandex SDK для godot. Делаю для себя и своих игр, по этому тут реализованны не все методы и не всегда до конца (буду потихоньку доделывать). Если не хватает каких либо функций или я что-то криво сделал, можете создать ошибку (может быть я до неё дойду) или исправить и залить github, буду очень признателен. For use install plugin and add "yandex" feature to your export RU Просто установите плагин и добавьте "yandex" к вашему экспорту

    By: BasilYes
  • Voxel
    4.3
    v0.5.0Shaders

    Voxel rendering for Godot 4 based on an efficient 2-level DDA algorithm implemented 100% on the GPU as a fragment shader. This approach allows for good performance and opens up the possibility of making runtime changes to voxels at a relatively low cost. Please see the detailed description on GitHub.

    By: fviktor
  • Script Panel +
    4.3
    v1.9.1Tools

    If you want more advanced script panel, then 'Script Panel Plus' is for you! It has more features than native script panel. It is highly customizable and robust.

    By: Loregret
  • Card3D
    4.2
    v1.0.33D Tools

    This is a simple and handy library for managing 3D cards in Godot. With drag-and-drop support, you can easily move and reorder cards within and between collections. Look and feel inspired by Hearthstone. This library is designed to be flexible and extendable for any card game. It offers a basic framework that you can easily adapt to suit your specific needs.

    By: DrSteele91
  • Globalize Plugins
    4.2
    v1.0Tools

    This plugin lets you globalize other plugins. Globalized plugins get copied into the current project when loaded, keeping them up to date and adding any new plugins you've globalized since. Go to Editor > EditorSettings > Global Plugins > Paths, and add the plugin.cfg of a plugin on your PC or Go to the AssetLib tab, click Globalize, and globalize an asset library plugin To enable global plugins in a project, just download and enable this plugin, and all your globalized plugins will be added automatically (You only have to do this once per project).

    By: dugramen
  • Terrainy
    4.4
    v1.1.63D Tools

    Quickly create natural-looking terrain with customizable noise parameters. This tool is designed to create simple but powerful terrains that do not require manual painting

    By: ninetailsrabbit
  • Dictionary Inspector
    4.0
    v1.1.5Tools

    It inspects Dictionaries. Improves on the UX of Dictionary inspector editing by - all 4.x engine types supported - editable keys (!!!!!!) - adding entries with one button, never forget to click "Add new k/v pair" again! - when adding, just uses the last edited entry's key/value types - also supports Array and PoolArrays in Dictionaries, as well as basic support for nested Resource editing - guesses Resource types for easy adding/quickload - drag and drop files onto the button to add them to dict/array

    By: don-tnowe
  • Smoother: physics interpolation node
    4.0
    v1.0.5Tools

    A node type that smoothes scene nodes' properties by interpolating _physics_process steps. IMPORTANT NOTE: Since Godot 4.3 Beta 1 you can find built-in physics interpolation for 2D in `Project settings > Physics > Common > Physics Interpolation`. Physics interpolation for 3D is being worked on and should make it into a future release. See https://godotengine.org/article/dev-snapshot-godot-4-3-beta-1/#2d-physics-interpolation . If you can use a Godot version with built-in physics interpolation, I highly recommend using that. If you rely on an older Godot 4 version without built-in physics interpolation, please read on. ----- Godot typically has 60 physics ticks per second but monitors may have different refresh rates. As a result a game may look jittery on some hardware. The Smoother node interpolates between physics process steps to ensure smooth physics animations. By default the position property is smoothed but the settings allow interpolating any properties, even custom ones, that are of a supported data type, i.e. int, float, Vector2, Vector3, Vector4, Color, Quaternion, Basis. For usage and detailed documentation please visit the GitHub repository. The latest changes addresses an issue in case the game FPS drops below the physics ticks per second.

    By: suikadorobo
  • Componentable
    4.3
    v2.0.1Tools

    A Godot Plugin to create generic components to your project's logic to make better maintenance

    By: gump
  • Sprite Painter - Built-in Image Editor
    4.0
    v1.2.3.2Tools

    It paints sprites... and not just them. Just press the colorful button above the viewport to edit a Node's texture, or an image file in the project folder! - Classic, customizable tools, including the 1-pixel Pencil, the round Brush and Eraser, Solid and Gradient fill, Box and Wand selection, Shape and Line drawing; - Clone, Fill and Normal Map brushes for more drawing possibilities; - Some Scripts to change the whole image or just the selection; - Quick operations on the image: flip, rotate, and resize; - Hold Alt to pick color from image or editor window; - Grid overlay for Sprites with Frames and Maps with Tiles; - Region overlays for Atlastextures and Spriteframes; - Full Undo support.

    By: don-tnowe
  • Compute Shader Plus
    4.2
    v1.0.3Shaders

    This plugin adds ComputeHelper and Uniform classes that make using compute shaders easier.

    By: DevPoodlePlugins
  • Palette swap shader with animation support
    4.4
    v1.2Shaders

    A shader that changes sprite colors based on provided palette. Top row of palette are color references; these colors are sampled from the original image and replaced by colors from subsequent rows. The shader will cycle between palette rows, resulting in an animation. By default, the reference row is also part of the animation, but it can be skipped. 2-row palette with first row skipped results in a static palette swap. The shader will automatically adjust to palette size, so it requires minimal setup (just drop palette image and it works). It uses integer comparison for the colors, so it's fast and perfectly accurate. I also made sure that the code is optimized. You can use the alpha from palette colors or keep the original. When using palette alpha, keep in mind that transparent pixels are sampled too. Only RGB values are sampled, alpha is used only for final image. Warning: Be sure to set texture_filter property to Nearest. Also, while the palette size is only limited by maximum texture size, having too many columns (hundreds/thousands) will impact performance. The new version comes with a PaletteMaterial resource that has improved performance. You can assign it as a material and put palette into palette property (not the shader params). It has some limitations, but it's faster. The addon also comes with a tool that can generate palette from image. Make sure that the plugin is enabled, then go to Project -> Tools -> Generate Palette... and pick a source image file. Check the example project for some usage examples or check the repo for more details.

    By: KoBeWi
  • Worldmap Builder - Skill Trees and Level Select Menus
    4.0
    v0.4Tools

    Addon for creating skill trees and level selection menus, with an in-viewport editor. Features: - Paths: lines, arcs, and Bézier curves, to connect into big graphs - Single-object graphs with a custom arrangement of points and connections - Move points right in the editor viewport, with snapping and a right-click menu - [NEW, finally] Deactivation/refunding of points with a safety check for disconnections Setup: - ⚡ You must enable the plugin! Project -> Settings -> Plugins - Add a WorldmapView to your scene. - Add some worldmap items as children of the WorldmapView. WorldmapGraphs offer a branching tree/graph structure where nodes and connections can be added anywhere. WorldmapPaths are a non-branching path: a line, an arc, or a Bézier curve. - If you have multiple worldmap items, connect them by placing an empty point above a non-empty point (it's empty if data is set to <empty>. Point index is shown above it if it's selected). If in a WorldmapGraph, you must right-click it to mark as an end connection. - Use WorldmapView's methods! Check out the "example/" folder for example usage.

    By: don-tnowe
  • AwaitableHTTPRequest
    4.1
    v2.2.1Scripts

    This addon makes HTTP requests much more convenient to use by introducing the await-syntax and removing the need for signals. See the image and examples.tscn for usage.

    By: Swarkin
  • Talo Game Services: open-source player management, leaderboards and stats
    4.4
    v0.25.0Tools

    Talo (https://trytalo.com) is an open-source, self-hostable backend for your games with services designed to help you build games faster. The Godot plugin provides convenient utilities and examples to get up-and-running in minutes. The Talo dashboard gives you full visibility over your game including your players and their actions. You can currently: - Identify and authenticate players - Store persistent data across players - Track events (levelling up, finding loot, etc) - Display high scores with leaderboards - Store and load player saves - Load game config options and flags from the cloud - Get feedback directly from your players - Keep your data in-sync even when players are offline - Send channel messages between players - See if players are online and set custom statuses Included samples: - Playground: a sandbox for testing all of Talo's services - Authentication: end to end player logins/registrations/account management - Leaderboards: add and display leaderboard entries - Multi-scene saves: showing how to save and load data across multiple scenes and different entities - Stateful buttons: showing how to save and load game state - Chat: showing how to send messages between channels in a chat room ** Links ** Docs: https://trytalo.com/godot Repo: https://github.com/TaloDev/godot Discord: https://trytalo.com/discord ** New in 0.25.0 ** - Saves got an overhaul to better support saving and loading across different scenes - We've added a new demo game showing how to save player/scene state while transitioning between different levels

    By: trytalo
  • Topdown Pixelart Starter Project
    4.3
    v1.5Templates

    This is a 2D, Pixelart, Topdown, action Starter/Template Project that includes all the basics you need to get started creating a game. It includes: - 2 Levels with different tile-sets - Quests - Combat - Talking NPC's - Coins to pick up ..And much more! Consider clicking 'View Files' rather than 'Download' to see the full project on GitHub. There might be a newer version there and you can find more information, links to helpful resources, video tutorials for different parts of the project etc.

    By: ForlornU
  • GDScript Quality of Life
    4.2
    v1.0.4Tools

    GDScript Quality of Life (or GDSQoL) brings to you more quality of life and speed while programming in Godot. Here is a list of features from this plugin: - "Type var_name = value" to "var var_name: Type = value" - "var_number++" to "var_number += 1" (also works with --) - "var_number++ 2" to "var_number += 2" (also works with -- and any float) - "var_bool!" to "var_bool = !var_bool" - "class?" to "if class:" - "class?method()" to "if class: class.method()" - "method() cd" to "method.call_deferred()" - "my_var = value sd" to "set_deferred("my_var", value)" - "await 1" to "await get_tree().create_timer(1).timeout" (any float is valid) - Declare multiple variables in the same line - Auto correct indentation from pasted blocks to match the line above - Auto replace set keywords to any line set by you at Editor -> Editor Settings -> GDScript QoL -> Change To - Auto remove one indentation after return, break and continue - On delete line, auto remove remaining indentation from middle of the line - Auto add ":" at the end of "if" statements if they are not closed - Auto find "if" above to match indentation when write "else" or "elif" - Auto complete "match" with enum list if any - Auto complete methods if write "func method_name" - Optionally you can write the method return type and/or parameters, like "func name(param) Type" - Auto create method from selection when shortcut is pressed (default is Ctrl + M) - Update the line when Enter or the shortcut is pressed (default shortcut is Ctrl + U) You may change or disable some of these settings at Editor -> Editor Settings -> GDScript QoL To see a detailed tutorail, please visit the github page (click View files)

    By: Herbherth
  • Simple Online Multiplayer Networking
    4.3
    v1.0Templates

    A simple Godot online multiplayer networking setup: connect to an online server, instance a map, spawn players, and update their positions.

    By: Linko
  • Simple Portal System
    4.1
    v1.83D Tools

    A Simple Portal System for Godot 4 (and 3 with a little work). Portals hopefully need no introduction. Just think of the game Portal and you get the idea. Non-nested portals are deceptively simple to implement, and can be incredibly powerful as both a gameplay mechanic and as a convenience feature to move players around your level, or to provide countless other fun special effects. This simple portal system is meant as an educational example on how you can create portals in Godot. Consider it a starting point, as the relevant portal code has been documented clearly.

    By: Donitzo2
  • Label Font Auto Sizer - Godot 4
    4.3
    v1.10Tools

    Tool that adds Labels with text autosizing capabilities. Find the instructions in the Github repo. For Godot 4.3.x

    By: lescandez