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  • Aseprite Wizard
    4.4
    v9.1.0Tools

    Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames. Features: - Godot importer and inspector docks for easy import and re-import. - Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator. - Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource. - Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse). - Supports loopable and non-loopable animations via Aseprite repeat or tags. - Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation. - Filters out layers you don't want in the final animation using regex. - Supports slices. Import only a region from your file. - For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot. - AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries. Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.

    By: viniciusgerevini
  • Input Helper
    4.0
    v4.6.0Tools

    Input Helper provides an InputHelper global that makes it easy to: - Detects what input device the player is using (it can tell the difference between a few different joypads). - Remap input for keyboard/mouse and joypads. - Rumble joypads.

    By: nathanhoad
  •  Virtual Joystick
    4.2
    v1.6Tools

    A simple yet powerful virtual joystick for touchscreens in Godot, packed with useful options to enhance your game's mobile experience.

    By: MarcoFazio
  • GLoot (Universal Inventory System)
    4.2
    v3.0.0Tools

    A universal inventory system for the Godot game engine (version 4.2 and newer). Visit https://github.com/peter-kish/gloot for more info.

    By: pkish
  • Script-IDE
    4.3
    v1.7.2Tools

    Transforms the Script UI into an IDE like UI. Tabs are used for navigating between scripts. The default Outline got an overhaul and now shows all members of the script (not just methods) with unique icons for faster navigation. Enhanced keyboard navigation for Scripts and Outline. Fast quick search functionality. Features: - Scripts are now shown as Tabs inside a TabContainer - The Outline got an overhaul and shows more than just the methods of the script. It includes the following members with a unique icon: -- Classes (Red Square) -- Constants (Red Circle) -- Signals (Yellow) -- Export variables (Orange) -- (Static) Variables (Red) -- Engine callback functions (Blue) -- (Static) Functions (Green) --- Setter functions (Green circle, with an arrow inside it pointing to the right) --- Getter functions (Green circle, with an arrow inside it pointing to the left) - All the different members of the script can be hidden or made visible again by the outline filter. This allows fine control what should be visible (e.g. only signals, (Godot) functions, ...) - A `Right Click` enables only the clicked filter, another `Right Click` will enable all filters again - The Outline can be opened in a Popup with a defined shortcut for quick navigation between methods - You can navigate through the Outline with the `Arrow` keys (or `Page up/Page down`) and scroll to the selected item by pressing `ENTER` - Scripts can be opened in a Popup with a defined shortcut or when clicking the three dots on the top right of the TabContainer for quick navigation between scripts - The currently edited script is automatically selected in the Filesystem Dock - Files can be quickly searched by the Quick Search Popup with `Shift`+`Shift` - The plugin is written with performance in mind, everything is very fast and works without any lags or stuttering Customization: - The Outline is on the right side (can be changed to be on the left side again) - The Outline can be toggled via `File -> Toggle Scripts Panel`. This will hide or show it - The order in the Outline can be changed - There is also the possibility to hide private members, this is all members starting with a `_` - The Script ItemList is not visible by default, but can be made visible again All settings can be changed in the `Editor Settings` under `Plugin` -> `Script Ide`: - `Open Outline Popup` = Shortcut to control how the Outline Popup should be triggered (default=CTRL+O or META+O) - `Outline Position Right` = Flag to control whether the outline should be on the right or on the left side of the script editor (default=true) - `Outline Order` = List which specifies the order of all different types in the Outline - `Hide Private Members` = Flag to control whether private members (methods/variables/constants starting with '_') should be hidden in the Outline or not (default=false) - `Open Script Popup` = Shortcut to control how the Script Popup should be triggered (default=CTRL+U or META+U) - `Script List Visible` = Flag to control whether the script list should still be visible or not (above the outline) (default=false) - `Script Tabs Visible` = Flag to control whether the script tabs should be visible or not (default=true) - `Script Tabs Position Top` = Flag to control whether the script tabs should be on the top or on the bottom (default=true) - `Auto Navigate in FileSystem Dock` = Flag to control whether the script that is currently edited should be automatically selected in the Filesystem Dock (default=true) - `Open Quick Search Popup` = Shortcut to control how the Quick Search Popup should be triggered (default=Shift+Shift, double press behavior is hardcoded for now) - `Cycle Tab forward` = Shortcut to cycle the script tabs in the forward direction (only works in the 'Script' Editor Tab) (default=CTRL+TAB) - `Cycle Tab backward` = Shortcut to cycle the script tabs in the backward direction (only works in the 'Script' Editor Tab) (default=CTRL+SHIFT+TAB) - All outline visibility settings

    By: Maran23
  • Edit Resources as Table 2
    4.0
    v2.15Tools

    A plugin for Godot 3 (and now 4!) that adds a tab for editing folders of Resources as data tables. - Edit Text, Numbers, Bools and Colors even without the Inspector, and Resources and Enums with it; - Select multiple cells in one column (Shift/Ctrl+Click) to edit them in the Inspector simultaneously; - Multi-cell text editing with commonly used text navigation keybindings. Now with text cursors actually visible! - CSV table support - Import, Export or Edit directly! - Edit folders containing several resource types, or subfolders with more resources - Open a column of resources or resource arrays as a separate table, works even with built-in resources - Copy and Paste Cells (one text line, one cell; supports most datatypes); - Special mass operations for some datatypes: - - Multiply/add numbers; - - Rotate color hues/adjust sat/val/RGB; - - Chop texture into atlas, assign results to each selected resource; - - Add and remove items in arrays, including enum and resource arrays; - - Set and erase values in dictionaries, rename keys; - Sort entries by column; - Use a GDScript expression to search/filter, or modify cell values en masse; - Only show resources of a specified class, with or without subclasses - Row stylization (color-type cells change look of the row until next color-type); - Saves recently opened folders between sessions. For always-up-to-date builds, clone: https://github.com/don-tnowe/godot-resources-as-sheets-plugin/tree/Godot-4 Found a bug? Need a feature? Don't hesitate to post an issue on the repository above! For available keybindings, please refer to the included About menu or https://github.com/don-tnowe/godot-resources-as-sheets-plugin/blob/master/README.md For a sample dataset, check out the Example folder.

    By: don-tnowe
  • Edit Resources as Table
    3.5
    v1.7Tools

    A plugin for Godot 3 that adds a tab for editing folders of Resources as data tables, as well as creating Resources from a CSV file. - Edit Text, Numbers, Bools and Colors even without the Inspector, and Resources and Enums with it; - Select multiple cells in one column (Shift/Ctrl+Click) to edit them in the Inspector simultaneously; - Multi-cell text editing with commonly used text navigation keybindings; - Copy-paste Text into Cells (one line, one cell); - Special mass operations for some datatypes - Multiply/add numbers; - Rotate color hues/adjust sat/val/RGB; - Chop texture into atlas, assign results to each selected resource; - Sort entries by column; - Search by evaluating GDScript expression; - Row stylization (color-type cells change look of the row until next color-type); - Saves recently opened folders between sessions. For available keybindings, please refer to the included About menu or https://github.com/don-tnowe/godot-resources-as-sheets-plugin/blob/master/README.md For a sample dataset, check out the Example folder. The newest version is always up on: https://github.com/don-tnowe/godot-resources-as-sheets-plugin/tree/godot-3

    By: don-tnowe
  • GdUnit4
    4.2
    v4.3.1Tools

    # GdUnit4 4.3.1 This version of GdUnit4 is based on Godot v4.2.2.stable.official [15073afe3] ## Please read the following disclaimer carefully before proceeding! Before you install the new version, you have to disable the plugin and delete. - Deactivate the GdUnit4 plugin if you have installed - Uninstall the current GdUnit version (delete the folder res://addons/gdUnit4) - Restart Godot - Install this version and restart Godot - Activate the GdUnit4 plugin https://mikeschulze.github.io/gdUnit4/ * Features * Support for writing and executing tests in GdScript or C# * Embedded test Inspector in Godot for easy navigation of your test suites * Convenient interface for running test-suites directly from Godot<br> One of the main features of GdUnit4 is the ability to run test-suites directly from the Godot editor using the context menu. You can run test-suites from the FileSystem panel, the ScriptEditor, or the GdUnit Inspector. To do this, simply right-click on the desired test-suite or test-case and select "Run Test(s)" from the context menu. This will run the selected tests and display the results in the GdUnit Inspector. You can create new test cases directly from the ScriptEditor by right-clicking on the function you want to test and selecting "Create TestCase" from the context menu. * Fluent syntax for writing test cases that's easy to read and understand * Configurable template for generating new test-suites when creating test-cases * Wide range of assertion methods for verifying the behavior and output of your code * Argument matchers for verifying that a function call was made with the expected arguments * Test Fuzzing support for generating random inputs to test edge cases and boundary conditions * Parameterized Tests (Test Cases) for testing functions with multiple sets of inputs and expected outputs * Mocking classes to simulate behavior and define output for specific functions * Spy feature for verifying that a function was called with the expected parameters * Mocking or spying on scenes to simulate behavior and verify that certain functions were called * Scene runner for simulating different kinds of inputs and actions, such as mouse clicks and keyboard inputs For example, you can simulate mouse clicks and keyboard inputs by calling the appropriate methods on the runner instance. Additionally, you can wait for a specific signal to be emitted by the scene, or you can wait for a specific function to return a certain value. * Automatic update notifier to install the latest version of GdUnit from GitHub * CI - Continuous Integration support * Command line tool for running tests outside Godot editor * Generates HTML report * Generates JUnit XML report * Public marketplace GitHub action to use in your own CI workflow [gdunit4-action](https://github.com/marketplace/actions/gdunit4-test-runner-action) * C# support by [gdUnit4Net](https://github.com/MikeSchulze/gdUnit4Net/blob/master/README.md) * Enables to run and debug on **Visual Studio**, **Visual Studio Code** and **JetBrains Rider** via [VSTest adapter support](https://github.com/MikeSchulze/gdUnit4Net/blob/master/testadapter/README.md) - You are welcome to test in and send me your feedback - You are welcome to suggest improvements - You are welcome to report bugs

    By: NullPointer
  • Godot Firebase
    3.5
    v4.9Tools

    A cross-platform plugin for Firebase

    By: GodotNutsOrg
  • BehaviourToolkit - StateMachine and Behaviour Tree for AI & NPCs
    4.3
    v2.0.3Tools

    This plugin provides a set of tools to create custom and complex behaviour in the Godot 4.x Game Engine. Features - Behaviour Architectures - Finite State Machine - Behaviour Tree - Nest Behaviour Trees inside State Machines and vice versa! - Blackboard Resource - Editor Interface - Templates for easy extension and integration. - Example Scene - Full documentation

    By: ThePat02
  • Dialogue Nodes
    4.3
    v1.2.1Tools

    A plugin for creating and exporting dialogue trees, Dialogue Nodes extends your Godot editor to allow for creating, testing and incorporating branching dialogues in your game. Features: - Fully featured dialogue editor using graphs to visualize branching dialogues. - In-editor dialogue preview pop-up to test your dialogue without running the game. - Easy to use DialogueBox & DialogueBubble nodes to add to your project and run the dialgues in-game. - Additional features such as bbcodes, variables, character portraits, and more. NOTE: for users upgrading from DN v1.0.3, please go through the release notes to learn how to update your old dialogue files here: https://github.com/nagidev/DialogueNodes/releases/tag/v1.1

    By: Nagi
  • Godot Game Settings
    4.3
    v3.2.3Tools

    Godot Game Settings allows you to create and manage game settings for small to medium projects. It takes care of all the fundamental functionalities required to have proper game settings, including predefined logic for common settings (e.g. display, audio, input), UI components for making scenes, and saving/loading data.

    By: PunchablePlushie
  • SignalVisualizer
    4.0
    v1.7.0Tools

    The SignalVisuzlizer plugin comes with two tools to help with managing and debugging your scene's signals. The first tool is the visualizer. This displays the current scene's signals and their connections in an easy to read graph and tree. The second tool is the debugger. With a running scene, activate the debugger to automatically log all relevant signals to the custom Signal Debugger panel.

    By: MiniGameDev
  • func_godot
    4.3
    v2025.1Tools

    Quake .map file support for Godot 4.x. FuncGodot is a plugin for Godot 4 that allows users to generate Godot scenes using the Quake MAP file format. Map files can be made in a variety of editors, the most commonly recommended one being TrenchBroom. It is a reworking and rewrite of the Qodot plugin for Godot 3 and 4.

    By: EMBYR
  • Scene Manager
    4.0
    v1.1.1Tools

    Plugin for easy screen transitions and node references. (More features to come in the future!) Just install and use it directly in your code: SceneManager.change_scene('res://demo/test.tscn') (Make sure the plugin is enabled in Project -> Project Settings -> Plugins) We also have more customization options! SceneManager.change_scene( 'res://demo/test2.tscn', { "pattern": "scribbles", "pattern_leave": "squares" } ) Read the full API docs at the Github page!

    By: glassbrick
  • AdMob
    4.1
    vv3.1.2Tools

    Want to make money from your mobile game? The AdMob plugin created by Poing Studios for Godot v4.1+ lets you easily add ads to your game, whether you're on Android or iOS. Just focus on making your game awesome, and let AdMob take care of the ads!

    By: poing.studios
  • Block Coding
    4.3
    vv0.9.0Tools

    Create games using a high-level, block-based visual programming language. Intended as an educational tool for learners in the earlier stages of their journey towards becoming game developers. This plugin lets you create your first games with high-level blocks, avoiding the immediate need to learn to code in GDScript. Building games in this way provides a gentle introduction to programming concepts and allows you to focus your efforts on becoming familiar with the rest of the Godot Editor UI.

    By: endless
  • Quest System
    4.0
    v1.7.1Tools

    A simple and extensible quest system built for Godot 4.x By design, quest system aims to be more versatile by being modular and making the developers handle the quest resources as they wish. This way it is possible to make every kind of quest, imagination is your only limit. Features: * Easy to use API * Support for custom quests * Support for CSV and POT localisation * Easy serialization & deserialization * Tested API with Unit Tests For issues or questions, feel free to ask on the addon repo by clicking the "Submit an issue" button. For the documentation, head to https://shomy.is-a.dev/quest-system/

    By: shomy
  • QuestSystem 2
    4.4
    v2.0.1Tools

    A simple and extensible quest system built for Godot 4.4+ By design, quest system aims to be more versatile by being modular and making the developers handle the quest resources as they wish. This way it is possible to make every kind of quest, imagination is your only limit. Features: * Easy and modular API * Support for custom quests * Completely customizable singleton * Support for CSV and POT localisation * Easy serialization & deserialization * Tested API with Unit Tests For issues or questions, feel free to ask on the addon repo by clicking the "Submit an issue" button. For the documentation, head to https://shomy.is-a.dev/quest-system/

    By: shomy
  • Scene Manager Tool (Godot4)
    4.0
    v3.10.0Tools

    An advanced tool to manage scenes and transitions between scenes. Features: **Recently Added**: 1. Pause and Resume functions added 2. Reactive button added which makes the Scene Manager UI reactive to changes on File System of godot and refreshes the Scene Manager UI automatically every time an update happens on files in res:// location 3. Auto Save button added which saves automatically every time a new change found in Scene Manager UI + If Reactive is enabled too, after that mechanism, save gets called automatically so that there would be no need to use the save button at all **All**: 1. A fully responsive tool menu structure to manage and categorize your scene 2. Save button that saves all scenes in a dictionary 3. Refresh button that refreshes the tool with latest saved status of the scenes 4. List duplication check for keys 5. Smooth transition between scenes 6. Ignore folder feature in UI ignores all scenes inside that specific folder that you added in the ignore list 7. Categorization for scenes 8. Ignore folder section can hide optionally 9. Change to previous scenes is possible 10. Fully customizable transitions 11. Customizable way of entering the first scene of the game 12. Reset `Scene Manager` function to assume the current scene as the first ever seen scene (to ignore previous scenes and don't go back to them by changing scene to the previous scene) 13. Arrangeable scene categories(they will reset to alphabetic order after refresh or save button pressed) 14. Fade in and fade out with different desired patterns 15. You can create instance of a scene just by calling the scene with a key 16. Transition is so much customizable 17. `SceneManager` tool will ignore scenes inside folders with `.gdignore` file beside them 18. Loading scenes interactive is possible. (Loading scene code example added) 19. Ability to limit how much deep scene manager is allowed to record previous scenes which affects in changing scene to `back`(previous scene) functionality 20. Ability to hide scenes in a list (Just Godot4) 21. Ignoring a specific scene in ignores list section is possible (Just Godot4) 22. sublist in lists of scene manager UI is now possible (Just Godot4) 23. no_effect_change_scene function added (Just Godot4) 24. Node can be added to change_scene and no_effect_change_scene functions (Just Godot4) 25. Possibility to specify path scenes.db via Project/Settings (Just Godot4) 26. 5 new signals added: (Just Godot4) - scene_changed - fade_in_started - fade_out_started - fade_in_finished - fade_out_finished 27. Added a feature to navigate to the scene path in filesystem on godot when clicked on scene address in Scene Manager tool 28. Added a feature to open a desired scene from Scene Manager tab 29. Users now can have some time to load their scene in the background with the new changing scene functionality

    By: maktoobgar
  • Skelerealms - Open World RPG Framework
    4.3
    v0.6Tools

    Skelerealms aims to provide the infrastructure for creating a Bethesda-style Open World RPG in a modular style for maximum flexibility. Note that this addon is in early alpha - expect bugs and oversights. Open an issue if you encounter any! If you have any questions, even the dumb ones, join the discord - https://discord.gg/9cyRHHjd (Any questions help me know what to cover in the documentation!)

    By: Slashscreen
  • Shaker
    4.2
    v1.0.7Tools

    Shaker is the shaking effect tool developed for godot. In general, it can be used for multiple purposes and you can edit the shaking effect you want in detail and use it for any Node you want.

    By: Eneskp3441
  • NobodyWho | Local LLMs for dialogue
    4.3
    v5.1.0Tools

    AI dialogue for NPCs using open-source, offline, totally local LLMs. See the repository readme for usage instructions: https://github.com/nobodywho-ooo/nobodywho

    By: NobodyWho