Tools

Operations
by chrisizeful
Operations provides a quick and efficient way to programmatically create animations and complex behavior trees in the Godot game engine. A large collection of built-in operations are provided, with custom operations being very easy to make. It is available in both C# and GDSCript. For more information, API usage, and examples see the Github repo.

Mono Build Toggler
by spectre7
Adds a toggle button to the editor toolbar which allows enabling or disabling Mono build by hiding the project's solution file. Useful for projects which use both C# and another language like GDScript, so that you can disable Mono while you're not editing any C# source files.

ink
by paulloz
An integration for ink, a powerful narrative scripting language. GodotInk is mainly aimed at C# games, but is completely interoperable from GDScript. - Project home page: https://github.com/paulloz/godot-ink/ - Installation: https://github.com/paulloz/godot-ink/wiki#%EF%B8%8F-installation - Quick start guide: https://github.com/paulloz/godot-ink/wiki#-quick-start-guide

NetfoxSharp
by cyfurstudios
A C# wrapper for the GDScript netfox addon. Implements lag compensation and more to build multiplayer online games easier. - Consistent timing across multiple machines - Supports client-server architecture - Smooth motion with easy-to-use interpolation - Lag compensation with Client-Side Prediction and Server-Side Reconciliation

Particle scene compositor
by chiprchopr
This plugin adds new nodes and associated editor tools to help create and use particle scenes. Features: • Particle control panel that provides QoL features and synchronized autoplay of all particle nodes in the editor. • SyncNode runtime nodes that can play and restart all child particle nodes in a synchronized manner. By default offers "one-shot" behavior, autoplaying on ready and self-freeing once all child particles have finished. • SyncNode versions available for both Gpu and Cpu particl...
Confirma Unit (C#)
by masshuu
Unit testing tool (C#/GDScript) for Godot game engine with library for generating random data. Features: JSON output Flaky tests Parametrized tests Parallelized tests Simple mocking library Extensions for Random class Accessible via editor or CLI Basic support for fuzz testing Simple syntax for writing tests Writing and executing tests in C# and GDScript Custom assertion library (over 130 assertions)

RPG Database Manager
by sdtv9507
A tool to manage RPG databases made in C# and inspired by RPG Maker databases

StatHub
by kingtempest07
A simple yet customizable stat system plugin for Godot 4 made in C# and fully compatible with GDScript!

External Resource Loader (C#)
by mdarkwell
A Godot C# plugin which attempts to safely load external resources, mitigating bad actors from arbitrary code execution at runtime. This attempts to scan for code signatures in any external resource loaded by Godot. If a code signature is detected, it will return an empty resource object. Otherwise, it will load the resource as intended. ⚠️ DISCLAIMER: This plugin does not make any guarantee or assurance that bad actors cannot still arbitrarily execute code. This merely mitigates the issue by scanning external resources for embedded scripts.

GodotXUnit
by rexfleischer
Integrates the fully featured and standard C# xunit testing framework into godot.

Settings Manager
by seimaaku
[Experimental] A robust and extensible C# plugin for Godot 4.x that simplifies the management and persistence of user settings. It includes hierarchical settings with categories, encryption, automatic saving/loading, and default value fallbacks. Key Features: - Expandable default settings dictionary for easy customization - Hierarchical structure with support for categories and subcategories - JSON-based encrypted storage with automatic serialization/deserialization - Default value fallback f...

GDLog
by magdielm
GDLog is a logging and graphing tool written in C# for Godot 4.2 that lets you quickly and easily track real-time data in your projects. The plugin was designed for simplicity and ease of use: the entire API surface is just two methods!