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  • XR Input Simulator
    4.0
    v1.3.0Tools

    This tool allows you to simulate input on your XRControllers and XRCamera, without having to use a VR headset. First, insert XRSimulator.tscn into Autoload. Move your mouse to control the XRCamera, and scroll to control its height. Press WASD to controll the left controller's joystick, and the arrow keys to control the right controller's joystick. Press Q or E to select the left controller or the right controller, respectively. With a controller selected, you can: - move your mouse to control its position - scroll to move closer or further away from the camera - hold shift and move your mouse to rotate - hold shift and roll mouse scroll to rotate controller around z-axis - press Left Click to press Trigger (trigger_click and trigger) - press Right Click to press Grip (grip_click and grip) - On the alphanumeric keyboard, press 1 to 8, -, = and Enter to press or touch buttons Mapping: 1 presses by_button 2 presses ax_button 3 presses by_touch 4 presses ax_touch 5 presses trigger_touch 6 presses grip_touch 7 presses secondary_click 8 presses secondary_touch - presses primary_click = presses primary_touch Enter presses menu_button

    By: cafezinho
  • Godot NDI
    4.4
    vv1.2Tools

    Integrates the NDI® SDK with Godot Extends the VideoStream and VideoStreamPlayback classes to implement NDI playback. For outputting the Viewport as an NDI source, add the NDIOutput Node to the scene. Check out the demo scenes included with the releases.

    By: unvermuthet
  • Achievement System
    4.4
    v3.0.1Tools

    Plugin that allow you to add custom achievement to the game and display them in the UI. You can read "README" file in your downloaded repository or in GitHub page to learn how to use it. https://github.com/5FB5/gd-achievements

    By: 5FB5
  • Wave Function Collapse (WFC) 2D/3D Generator
    4.2
    v1.1.0Tools

    This is a wave function collapse implementation for Godot in C#. Please refer to Examples on how to use. basically you need 2 tile maps. one to create a new map on (target) and one to use as a sample on how the tiles are used (sample). Features: Create map based on a sample Different match levels are possible (through changing MATCH_RADIUS) Multi-threading Possibility analysis from sample Fail correction (Generation will not fail anymore!) Has a base generator class that can be expanded for your use Fully working 2D and 3D generation! Currently has built in support for TileMap2D and GridMap( 2D or 3D ) (Used tile-sets are from Kenney with a CC0 license)

    By: Mazzel
  • Measuring Tape (2D and 3D)
    4.3
    v4.3Tools

    A tool for measuring things in Godot, using the positions of the measurement node and its parent node. These measurement types are supported: * Length * Area * Perimeter * Volume * Surface area These unit types are supported: * Meters * Millimeters * Centimeters * Kilometers * Hammer units (the Source engine's units). * Inches * Feet * Feet and inches * Yards * Miles * Light seconds * Light nanoseconds * Hectares (area) * Acres (area) * Liters (volume) * Gallons (volume) With 2D, you can set your own scale using pixels per meter, or PPI/DPI. The default is 100 pixels per meter, which correlates with Godot's default gravity setting, but if you are measuring UI elements you may wish to set to your DPI.

    By: aaronfranke
  • Csharp Console
    4.3
    v1.0.3Tools

    Developer console. Press ~ to activate it in game and execute commands. Based on jitspoe console (static methods are not supported yet)

    By: moliko
  •  RhythmNotifier - Sync Your Game to the Beat of the Music (Sound & Audio)
    4.0
    v1.0Tools

    Sync game events and sound effects with the beat of the music. This addon provides the RhythmNotifier class, which is a node that emits rhythmic signals synchronized with the beat of an AudioStreamPlayer. The signals are precisely synchronized with the audio, accounting for output latency. It aims to Just Work while still being flexible enough for your use case, integrating with whatever audio system you use. Just set two properties, then use one method to create all the signals you need. For usage and lots of examples, see the Github repo or the RhythmNotifier class documentation in Godot. The short version is: set RhythmNotifier's Beats Per Minute property and optionally point it to an AudioStreamPlayer, then use its beats() method to create signals that emit every time a certain beat is reached, or repeatedly according to your specs. Whenever the AudioStreamPlayer is playing, or if you set the Running property to true manually, signals will be emitted. This work is inspired by the Conductor class for Godot 3, which in turn is based on the "Sync the gameplay with audio and music" official tutorial.

    By: jumpingmechanic
  • Godot Debug Camera
    4.0
    v1.2Tools

    This plugin provides a debug camera for Godot 4 projects, allowing for easy navigation and debugging within both 2D and 3D environments.

    By: kcfresh53
  • godot-gameplay-tags
    4.2
    v0.3.0Tools

    A tagging system for Godot. You can add/remove/update tags on every node in every scene. Tagging make nodes easier to query, easier to filter and it is a basic building block to create complex systems. You can import/export csv files into and from godot to handle those tags.

    By: octod
  • GodotToolkit
    4.3
    v1.0.2Tools

    The GodotToolkit is a comprehensive set of tools designed to enhance your development experience with the Godot Engine. This versatile toolkit offers a range of utilities to streamline your workflow, automate repetitive tasks and simplify coding processes. As an open-source project released under the MIT license the toolkit is freely available for both personal and commercial projects.

    By: sirjoehighton
  • Procedural Texture Designer
    4.3
    v0.94Tools

    Create seamless, natural looking textures directly in Godot using a Visual Editor interface. This Addon allows the user to use the Godot Visual Editor to string together various patterns and filters in order to simply create stunning looking textures. These textures are fully procedural which means they are calculated (once) at loadtime and do not take up precious storage space in your distribution package. Designs can be used immediately as textures or exported as Shaders and Images if you want to use the results manually for other purposes. Changelog: v0.94 * Add UID files for Godot 4.4 projects * Add Weave pattern * Add radius control to the Circle pattern * Fix some issues with render thread and background loading v0.93 * Fix issue with variant-to-int formatting for Godot 4.4 v0.92 * Fix issue with preserving Alpha pixels in output v0.91 * Allow exporting design nodes as an Image or Shader code v0.90 * Initial release (beta)

    By: wakeofluna
  • Intervals - animation plugin
    4.3
    v1.0.0Tools

    Developer-friendly Tweens packaged with a simple, powerful, expandable cutscene editor.

    By: dogonmoon
  • Scene Palette
    4.0
    v2.0.2Tools

    Adds a new dock for you to drag and drop scene thumbnails from a "palette" onto your main scene. Similar to the file system dock but with thumbnails. Select a directory to create a palette, subdirectories can be minimized/expanded in the palette. Save favorite directories and edit settings. If a thumbnail is blank, open the scene, center the viewport on the image and save the scene. This should update Godot's auto thumbnail. If working with small 2d assets such as pixel art, you can change the settings to instantiate a scene for each preview to get a crisper thumbnail.

    By: ccpixel
  • Scene Manager
    4.2
    v2.0Tools

    Scene Manager Plugin which allows to change between scenes and sets properties in next scene from previous one. More features: • Multiple custom loading screens between scenes. • Resources references that are loaded in the background. • Scene transitions (fade to texture or solid color or vice versa). • Modals with backdrop. My classes have doc comments, so you can look them from Search Help window. Also you can see repository wiki on GitHub.

    By: mcanton
  • Log.gd, a gdscript pretty-printer
    4.1
    vv0.0.6Tools

    Log.gd provides static functions for printing colorized output. These are intended as drop-in replacements for `print(...)`. - `Log.pr(...)` - pretty print args in one line - `Log.prn(...)` - the same, but with newlines - `Log.warn(...)` - pretty-print without newlines AND push a warning via `push_warning` - `Log.err(...)` - pretty-print without newlines AND push a error via `push_error` This is very useful while developing, because your printed output is much more readable. Colorized output The colorized output really shines when showing nested data structures (`Arrays` and `Dictionaries`), but it's also very useful for other gdscript primitives, like `Vectors`, `NodePaths`, and `StringNames`. Support for more types is easily added, feel free to create an issue! Call-site prefixes Log's print functions will prefix the output with the name of the script the log comes from, including the line number. This call-site feature is really nice! Unfortunately it can only be used during development - it depends on `get_stack()`, which is not available in production builds or at `@tool` script time. Opt-in via duck-typing You can opt-in to pretty-printing in your classes by implementing `to_pretty()`, which Log will pickup via duck-typing. ```gdscript class_name ExampleClass func to_pretty(): return {val=12} func _ready():_ Log.pr(self) # colorized `{"val": 12}` ``` Full docs here: https://russmatney.github.io/log.gd/#/

    By: russmatney
  • GES - Godot Easy Saving
    4.3
    v2.0.0Tools

    GES (Godot Easy Saving) is a simple and lightweight addon for the Godot Engine that enables developers to implement flexible, secure, and robust save systems with ease. Features: - Encryption support with unique passwords per device. - Support for multiple save files (e.g., multiple save slots). - Autosave functionality with adjustable intervals. - Autosave on quit functionality. - Debugging tools for inspecting and logging save data. - Signals for save/load events and data changes.

    By: IsItLucas?
  • HCoroutines (C#)
    4.0
    v2.0.1Tools

    HCoroutines is a library that helps you write game logic in an intuitive way by bringing the concept of hierarchical coroutines to Godot for the C# language. This tool has been specifically designed for the Godot game engine, making it a breeze to work with features that would otherwise be a headache to integrate with: - Handles features specific to Godot, such as signals, tweens and delays. - Allows you to run code either in _Process() or _PhysicsProcess() frames. - Out of the box support for pausing coroutines when the game is paused. In addition to the above, this library also offers: - Native support for async programming and tasks. - Easy to use interface to minimise boilerplate and increase readability. - Wide array of built-in coroutine types to handle common tasks. For more information, please see the README https://github.com/Inspiaaa/HCoroutines

    By: Inspiaaa
  • Modular Settings Menu
    4.2
    v1.0.0Tools

    Modular Settings Menu is a template/framework that provides a versatile and easy to configure settings menu that includes most of the basic settings one would expect in a game while also being able to add custom ones with ease. Features: - Versatile and modular design. - Automatic save file generation and validation. - Several premade settings with multiple different types of settings options. For more information and usage guides, refer to the Github repository.

    By: Mediocracy
  • Script Name On Top
    4.0
    v1.1Tools

    Script name listed at the top of the script editor. Plus two smaller features.

    By: rainlizard
  • libm8gd - M8 Tracker Integration
    4.3
    vv0.8.0Tools

    This tool provides an API for connecting to M8 Tracker devices (both headless and physical) and allows you to control it, retrieve its display, and more.

    By: octopod
  • Locker - Saver, loader and storage manager
    4.3
    v1.1.1Tools

    The Locker plugin is a framework created in Godot 4.3 meant to simplify the process of saving, loading and managing data in Godot projects. This plugin has as one of its main goals being open for user customizations, allowing the use of different user defined strategies for accessing data in different ways. Another feature that this Plugin provides in order to achieve that goal is giving users the ability to customize what's the directory in which the save files should be stored, what should be their name, and in what partitions they should be divided. This Plugin is capable of handling the gathering and the distribution of your game's data when saving and loading it based on configurations you provide. Multiple save files are supported, allowing you to separate data from different gameplays in a simplified way. Partitions can be used to access the game data in order to optimize the process with large amounts of data. This Plugin realizes its operations in an asynchronous way, so that manipulating large amounts of data doesn't make your game unresponsive. Another capability of this Framework is simplifying the access of your game's data through different versions of a save file. Allowing you to smoothly change the structure used to store your data. A bunch of configurations for this Plugin are available in the ProjectSettings when you activate the Plugin. Theses settings stay in the "addons/locker" path (make sure to refresh the ProjectSettings to see them). Documentation for this Plugin is built-in to the files, allowing you to read it directly through the Godot Editor. Unit tests are used to certify that the Locker Framework doesn't cause much bugs. If you find out any bugs, though, please report them. If you would like to contribute to this project, you can visit its Github page to find out how you can do that! :) To know more about this Framework, you can read its README.md and visit its Github repository, where a Wiki can be found with guides on how to get started with it. I hope this Framework helps you with your project! :D

    By: nadjiel