The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand.
- 4.4v1.1.0ScriptsBy: ninetailsrabbit
- 4.0
- 4.2v1.0Scripts
High Level Custom Multiplayer Implementation for Godot. * Custom network implementation. * Easy communication between player and room. * Control and restriction of players between each other.
By: QJPG - 4.3v0.1.1Scripts
This is my version of anti-cheats adapted for Godot Engine as plugin, this plugin makes it difficult to use cheats locally. # Supported * IntStream Integer values * BoolStream Boolean Values * FloatStream Float Values * StringStream String Values * VariantStream General purposes values
By: Twister - 4.3v1.0Scripts
A drag-and-drop grid inventory system that allows for definition of custom patterns, as seen in inventory management games.
By: 50kush - 4.0
- 4.2v1.0Scripts
C# Port of Multiplayer Input This addon provides two simple APIs for using normal Input Actions, but spread out across a Keyboard player and up to 8 Joypad players. This addon handles multiple devices automatically, so you can keep your InputMap clean and maintainable.
By: ramchale - 4.0v1.1Scripts
The LanguageProcessor class is a comprehensive solution for handling language-specific settings in the Godot Engine. It manages language selection and font variations for UI elements based on the current language setting. This class is especially useful for multilingual applications and games, providing easy integration and dynamic language switching capabilities. If you want to translate the whole Scene. Your nodes have to get the name like the key in the csv file. Label or Richtext Node: menu_start The script search for a key like the node name and translate it. ## Features - **Language Support**: Supports a variety of languages, including those with Latin, Greek, Cyrillic, East Asian (Chinese, Korean, Japanese), and other. - **Font Management**: Handles different font styles (regular, bold, italic/light) for each supported language. - **Automatic Language Detection**: Defaults to the system language or falls back to English if the system language is not supported. Version: 4.X Tested: 4.2
By: NeroNekro - 4.3v3.0Scripts
Deeplink plugin allows processing of iOS application links that enable direct navigation to requested app content. Installation Steps: - click `Download` button - on the installation dialog... -> keep `Change Install Folder` setting pointing to your project's root directory -> keep `Ignore asset root` checkbox checked -> click `Install` button - enable the addon via the Plugins tab of Project->Project Settings... menu, in the Godot Editor - enable the plugin via the iOS section of Project->Export... menu, in the Godot Editor
By: cengiz-pz - 4.3v1.1.0Scripts
Converts gdscript objects to bytes and vice versa, to save bandwidth or disk space.
By: dickvisser - 4.3v1.0.1Scripts
Automatically formats and lints GDScript files on save using gdformat and gdlint.
By: nuevocharrua - 4.0v1.0Scripts
Godot helper nodes to create 2D/3D Spaces for physics automatically.
By: Duskitten - 4.4v1.0Scripts
A bone-driven cloth simulation solution for godot4.4+ 3D games, based on verlet integration algorithm
By: gaoran0623 - 4.4v25.03.05Scripts
RemoteContainer pushes its own transform to another Control derived node in the scene.
By: ninstar - 4.2v0.11.0Scripts
Credits scene with scrolling text that is read from an attribution file in a markdown (.md) format. For usage information, visit the following: https://github.com/Maaack/Godot-Credits-Scene/blob/main/README.md#usage
By: Maaack - 4.4
- 4.0v1.0Scripts
Simple drop-in node for Google Oauth2. You get your desktop app credentials from Google, plug them in to a dictionary, and create a node. Now you can get verified user emails and names for logins, high scores, saves, etc!
By: stanjosh - 4.4
- 4.3
- 4.4v1.0.1Scripts
PickleGD is a Godot asset for safely serializing arbitrary godot data structures, including custom classes, over multiplayer and to disk. Tested with: Godot Engine v4.4.stable.official.4c311cbee This is a system for "pickling" GDScript objects to byte arrays, using native var_to_bytes plus some code inspection magic. It's meant to make it easy for you to send complex data structures (such as large custom classes) over the network to multiplayer peers, or to create your own save system. PickleGD is designed to prevent arbitrary code execution in the serialization and deserialization process. Note: this asset is not compatible with Python's pickle format. # Quick Start example To get started pickling your data, first create a pickler. ``` var pickler = Pickler.new() ``` If you have custom classes you want to register, register them at scene load time: ``` pickler.register_custom_class(CustomClassOne) pickler.register_custom_class(CustomClassTwo) ``` If you want to register godot engine native classes, you must use the class name as a string: ``` pickler.register_native_class("Node2D") ``` Now you are ready to pickle your data! On the sender's side, just pass your data to `picker.pickle()`, send the resulting PackedByteArray, then at the receiver's side pass the PackedByteArray to `pickler.unpickle()`. ``` var data = { "one": CustomClassOne.new(), "things": ["str", 42, {"foo":"bar"}, [1,2,3], true, false, null], "node": Node2D.new(), } var pba: PackedByteArray = pickler.pickle(data) # "unpickled" should be the same as "data" var unpickled = pickler.unpickle(pba) ``` # Compressing a pickle You can create smaller pickles by setting `Pickler.serialize_defaults` to `false`, which removes default values from pickled Objects. You can create compressed binary pickles using `Pickler.pickle_compressed()`. # Customizing a pickle You can also have direct control over which properties are serialized/deserialized by adding `__getnewargs__()`, `__getstate__()` and `__setstate__()` methods to your custom class. Check out README.md in the git repository for more info on how to customize and optimize your pickles.
By: Chrisknyfe - 4.3v0.1.0Scripts
RISC-V emulator brought to Godot. Adds several new Objects: RVHart and ABIHart - Nodes that can run RISC-V code. They are RV32imac_zicsr compatible, and can run code compiled with crosstool-ng and newlib for baremetal. ABIHart can also handle system calls. ElfFile - Able to load a static executable. Support for shared coming in the future! RVBusDevice and RVMemoryDevice - Simple IO devices capable of joining a bus under an RVHart, emulating RAM and ROM.
By: Hestia-SGG - 4.2v1.0.0Scripts
lightweight dci framework wirtten with gdscript. - Lightweight and non-intrusive. - Easy to use.
By: baifeng - 4.3v0.2.0Scripts
Extension for using the Lua programming language in Godot 4.3+ - Use Lua language to script Godot objects like Node and Resource - Create additional Lua states to support modding in your game, as many as you need! - Supports Godot APIs in Lua: work with variants, Godot classes, load code from "res://..." and more! - Supports Lua objects in GDScript: access LuaState, LuaTable, LuaFunction, LuaCoroutine and more! Check out the project page for more information: https://github.com/gilzoide/lua-gdextension
By: gilzoide - 4.0v0.2.0Scripts
A lightweight dependency injection framework developed by Grove Games for .NET and Godot
By: grovegames