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  • Controller Input Viewer
    4.0
    v1.02D Tools

    A plugin for Godot 4 that allows you to see and test your Inputs. Intro This Godot 4 plugin provides an indispensable tool for monitoring and testing your GamePad inputs. The plugin features a drag-and-drop HUD, which you can easily place in your game and view all of the inputs being pressed on your controller. It supports game controllers from PlayStation, X-Box, and Nintendo, so you can use it with any of your favorite controllers. The HUD displays not only button inputs, but also analog stick positions, the pressure value of the triggers, and even the rumble vibration, giving you a comprehensive view of your controller's inputs. This plugin is particularly useful when you want to see or demonstrate which inputs are working, or if you just need to test the rumble vibration. Whether you're a seasoned game developer or just starting, this plugin is a must-have tool that will simplify your workflow and help you bring your games to life. How to install If your project doesn't have one, create a folder called "addons" in the main project folder. Download the plugin folder, paste it inside this folder, and then go to the plugin menu under "Project -> Project Settings" and enable the "ControllerInputViewer" plugin. How it works Once enabled, the "ControllerInputViewer" node can be found inside the 2D Node. Once you place it in your scene you will notice that nothing will appear in your scene. This is because the node is only activated when you play the game. It is recommended that it be placed in front of all scenes, including outside your ViewPort if you are using it to isolate the node of your game. This way the plugin will work better with the window dimensions of your project. Once started, the "ControllerInputViewer" node will appear as a 2D HUD floating in your scene. If you want to place it in a specific location on the screen, you can simply click on it with your mouse and move it. If you click on the first button, which is probably set to "X-Box", you will switch the layout of the other buttons depending on which console is selected. At the bottom of the HUD, you will find the "Vibration" button, where you can test if the vibration of your controller is working. The rest of the buttons are self-explanatory, following the layout of the standard controls. Presets In the Inspector menu you can set some presets for the use of the "ControllerInputViewer". These are: Hide Hud: If this option is not selected, the HUD will be hidden as soon as the game starts. Hide Hud Command: This option allows you to enter the name of an Input created in the Inputs list to enable and disable the HUD. Hide Controller List: If this option is enabled, every time the game starts it will show in the Output tab how many controls are connected. Up Scaller Hud: This option allows you to use an Input created in the Inputs list to increase the size of the HUD. Down Scaller Hud: This option allows you to use an Input created in the Inputs list to reduce the size of the HUD. Hud Scale: Pre-determines an initial value for the HUD. Credits Plugin created by: Erick Firezac Button-based assets created by: Arks

    By: Firezac
  • Atlas Importer3
    3.0
    v0.12D Tools

    Atlas importer plugin for other texture pack tools Load packed atlas texture to filesystem and can be used in godot. Current support tools and formats TexturePacker : Generic XML TexturePacker : JSON hash Attila : JSON Kenney Spritesheet : Atlas from Kenney assets LibGDX: (Atlas from LibGDX Framework, which has a nice GUI tools - GDX Texture Packer (https://github.com/crashinvaders/gdx-texture-packer-gui))

    By: vichui
  • Godot-BlurHash
    4.1
    v1.1.02D Tools

    BlurHash encoder/decoder implementation in GDScript

    By: rsubtil
  • Animator Import
    3.4
    v0.52D Tools

    Importer plugin for Autodesk Animator FLIC animations (FLI and FLC) and some other file formats that can be saved from Animator (images, polygons, palettes, and masks). This can be used with the open sourced version of Autodesk Animator or to import animations from other applications that can export FLIC files.

    By: pelle
  • Godot Pixelmatch
    4.2
    v2.0.02D Tools

    Ported from pixelmatch (https://github.com/mapbox/pixelmatch), this is a small, simple and slow GDScript pixel-level image comparison library. - Allows you to count how many pixels differ between two images and can generate a new image with customizable colors to highlight these differences. - Has a tunable threshold property and the ability detect and ignore anti-aliased pixels.

    By: lihop
  • Polygon2DTool
    4.4
    v1.32D Tools

    Allows you to easily create polygon for Polygon2D, CollisionPolygon2D, LightOccluder2D, Line2D automatically update when parameters are changed.

    By: nenado
  • Godot Level Editor 2D (GLE2D)
    4.0
    v1.0.02D Tools

    This tool allows the user to create maps and manage resources to help with level design task, providing a useful dock with the resources to drag and drop easily.

    By: Crossbow
  • Previewing Parallax Background
    3.5
    v1.12D Tools

    Provides parallax background that moves it's layers in editor. It helps to arrange objects in different layers relative to each other

    By: nklbdev
  • 2D Hexagon TileMapLayer Navigation Class
    4.3
    v1.1.12D Tools

    This is a Godot plugin that adds a global class that navigates 2D TileMapLayers with hexagon-shaped cells. Works for Godot version 4.3 and up. Check out the Repo for a more detailed explanation of how to use this class!

    By: DubiousDuck
  • LineMap2D
    4.1
    v1.02D Tools

    LineMap2D is a Godot 4 plugin based on Line2D that allows developers to create textured 2D lines while supporting dynamic adjustments to point positions, rotation, scaling, and other properties. The plugin runs in tool mode (@tool), making it suitable for visual design directly within the editor. LineMap2D 是一个基于 Line2D 的 Godot 4 插件,允许开发者创建带有纹理的 2D 线条,同时支持动态调整点的位置、旋转、缩放等属性。本插件支持在 工具模式(@tool) 下运行,可用于编辑器内的可视化设计。

    By: GuoXiaoYao
  • Complex Shape Creation
    4.2
    v2.1.12D Tools

    An addon for the Godot Engine which adds several functions for creating and modifying shapes, and a few nodes that uses those functions for creating visuals or for creating collision shapes. These functions and nodes are written in GDScript to make them universally compatible. They are exposed to C# via wrapper classes in the `ComplexShapeCreation` namespace. --- Nodes --- Currently, there are 4 nodes: - RegularPolygon2D < 'Polygon2D' - General purpose node for drawing shapes. - SimplePolygon2D < 'Node2D' - counterpart to RegularPolygon2D that only draws simpler shapes. - StarPolygon2D < 'Polygon2D' - Version of RegularPolygon2D for drawing stars. - RegularCollisionPolygon2D < 'CollisionShape2D' - Node for creating both regular and star collision shapes. --- Functions --- Currently, functions used for creating shapes are split across the multiple nodes added. Most of them are in RegularPolygon2D. Some exceptions are: - a simplified version of 'get_shape_vertices' is in SimplePolygon2D. - 'widen_polyline' and 'widen_multiline' are in RegularCollisionPolygon2D. - 'get_star_vertices' is in StarPolygon2D. The 'get_*' functions create shapes and returns a new 'PackedVector2Array'. All other functions modify the array passed in as the argument.

    By: 9thAzure
  • Platformer Pathfinding Enemy AI
    3.2
    v1.0.22D Tools

    This tool can implement a simple enemy AI that follows the player, with high extensibility!

    By: Ron0Studios
  • Godot Pixelmatch
    3.3
    v1.0.12D Tools

    Ported from pixelmatch (https://github.com/mapbox/pixelmatch), this is a small, simple and slow GDScript pixel-level image comparison library. - Allows you to count how many pixels differ between two images and can generate a new image with customizable colors to highlight these differences. - Has a tunable threshold property and the ability detect and ignore anti-aliased pixels.

    By: lihop
  • Combat Area 2D
    3.2
    v1.2.02D Tools

    Three nodes that may help you saving a lot of time in collisions, life system, and screenshake: -CombatArea (from Area2D): An area that can be body, damaging, healing, and item type, each one having different properties, and with the possibility of turn them off, make them destroyable on collision, adding a custom effect, and changing their "team". -HealthBar (from TextureProgress): A texture progress that has hp (and max hp), can be inversed (to emit the die signal when the bar fills instead of become empty), and 3 custom events that will trigger depending on the hp. -ScreenshakeCamera (from Camera2D): A camera that allows call a function to screenshake with defined time, amount, color and potency parameters.

    By: JoluMorsanDev
  • Flawless 2D Shadows
    4.2
    v1.12D Tools

    Solution to your shadow/border overlap problems in 2d Godot v.4+ games

    By: Rokle
  • Scene2Sprite
    3.0
    vv0.12D Tools

    Godot addon to convert an animated scene into a PNG sprite. Usage: - Open addons/it.ludidorici.scene2sprite/recorder.tscn - Press Load Scene to select the scene to record (if outside of the current project all the required resources should be embedded). - Configure the capture parameters (number of frames per seconds, delay, size, sprite size, etc). - Press Generate to generate the sprite (you can check the result in the bottom-left preview, click it to enlarge). - Press Save to select the output (png) file.

    By: ludidorici
  • Polygonizer
    3.2
    v1.0.02D Tools

    Create CollisionPolygons from Sprites

    By: sitiom
  • Scene palette
    3.2
    v1.1.02D Tools

    Instance scenes on your 2D scenes from a palette. Features: -Grid snapping -Flipping and rotation -How the left mouse button with grid snapping on to place an instance when the mouse moves to a new tile -Adjustable zoom on the palette. To use create a scene with the scenes you want in your palette, then enable the panel and load the palette using the file menu. If your editor's language is set to English you can make the palette use the editor's grid snap settings. The visible rect of your scenes is calculated from its child sprites and control nodes, so only use it with scene that have one of those(controls weren't tested but they should work).

    By: FabianLC
  • Tile Palette
    3.4
    v1.22D Tools

    Provides bottom panel palette for tile maps

    By: nklbdev
  • Godot-BlurHash
    3.5
    v1.0.02D Tools

    BlurHash encoder/decoder implementation in GDScript

    By: rsubtil
  • RichTextLabelEx
    4.0
    v1.0.02D Tools

    A custom node of RichTextLabel for external images in BBCode tags. How to use Add/Create a New Node - RichTextLabelEx You can use external images in BBCode tags! [lb]img[rb]user://user_path.png[lb]/img[rb] [lb]img[rb]E:/absolute_path.png[lb]/img[rb] [lb]img[rb]relative_path.png[lb]/img[rb]

    By: nekofleet
  • RPG Text Box
    3.2
    v1.0.02D Tools

    An RPG style RichTextLabel node that plays a message bit by bit with accompanying sound.

    By: Bubbline
  • QframeworkGodot
    4.3
    v0.72D Tools

    This project is based on a https://github.com/liangxiegame/QFramework implementation of a Godot plugin, using a pure GDStscript implementation. It is still being improved

    By: gwtt
  • Point2D
    4.3
    v1.0.12D Tools

    Point light using a gradient texture & colors for scene lighting This custom tool script is used to generate a complete 2D point light setup Features Include: * Adjust light settings in an organized inspector layout * Select gradient shape for linear, circle, and square * Color presets to quickly select gradient colors * Invert gradient colors Made by: * TnT Gamez LLC * Johnathan Mueller

    By: mainman002