
Quake .map file support for Godot. Qodot extends the Godot editor to import Quake .map files, and provides a data-driven framework for converting the entities and brushes contained therein into a custom node hierarchy.
Quake .map file support for Godot. Qodot extends the Godot editor to import Quake .map files, and provides a data-driven framework for converting the entities and brushes contained therein into a custom node hierarchy.
A minimal C# Terrain heightmap editor for Godot engine. Key Features : Sculpt - Sculpt your terrain with a heightmap - Increase the terrain - Decrease the terrain - Smooth the terrain - Flattern the terrain - Set height (paint to a specific height) - Set angle (paint from a starting point with a specific angle) Paint textures - Add colors to your terrain with the textures painting tool - Normal map and roughness texture are supported Foliage - Add foliage to your terrain (ex. Grass) - The foliage follows the main camera with a given maximum distance Packed scenes - Scatter packed scenes to the terrain - Multiple objects can be scattered with one brush - Random Y rotation is supported - The packed scenes will always follow the terrain - Live adjustment of the position while the terrain is sculpting Water - Add water to your terrain - The water will make the terrain go lower for the painted area - The packed scenes and the foliage will also get lower with the water - Support for custom shader Water flow - Paint the direction of the water Snow - Add thick snow to your terrain - The texture of the snow is configurable so it's easy to make something like sand - Support for custom shader Hole - Paint hole in the terrain Multiple brushes - Custom brushes are also available Pie menu Shortcuts - The plugin has been made so it's really easy to use. A lot of shortcuts are available. - LShift - Reverse the tool. Usually, this option will go from "Add" to "Remove". For the sculpting option, this does the "Smooth" option. - V - Show the PieMenu for the current tool - B - Show the PieMenu for the current brush - N - Show the PieMenu for the current tool option (ex. While painting the textures, the PieMenu will show textures) - G - Show a quick select for the brush size - H - Show a quick select for the brush strength - K - Toggle "Auto add zones" - X - Lock on X axis - Z - Lock on Z axis - Shortcuts can be Re-Assigned. To Access them, Goto 'Project->Tools->TerraBrush Key bindings' to access the keymap, and ability to re-assign keys. Settings - Some settings are available in the "ProjectSettings->TerraBrush" (ex. The decal color) LOD - The terrain is created using a custom clipmap mesh so less vertices are needed. MultiZones - The terrain support creates multiple zones (or chunks or regions) to improve performances on bigger terrain. Heightmap based blending - Textures can be blended with heightmaps/bumpmaps with custom intensity.
Unify your Godot asset interop with Unidot, a Universal Godot Engine source asset translator and interoperability pipeline for Godot 4. Read more at https://unidotengine.org At its heart, Unidot Importer can convert `.unitypackage` assets and asset folders into Godot 4.x compatible formats, including FBX. It takes original source assets and translates them into Godot native equivalents. For example, .unity and .prefab become `.tscn` and `.prefab.tscn`. This is a Beta version designed for Godot 4.3 with native FBX support. To use a stable release with glTF translation, download the 1.1.0 tag on GitHub.
This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in C++ and can be used with GDScript or C#. = Features = 3D Primitives: * Arrow * Billboard opaque square * Box * Camera Frustum * Cylinder * Gizmo * Grid * Line * Line Path * Line with Arrow * Points * Position 3D (3 crossing axes) * Sphere Overlay: * Text (with grouping and coloring) * FPS Graph * Custom Graphs Precompiled for: * Windows * Linux * macOS * Android = Usage = 1. Copy 'addons/debug_draw_3d' to your 'addons' folder, create it if the folder doesn't exist 2. Rebuild the project if you use C# 3. Add 'addons/debug_draw_3d/debug_draw.gd' or/and 'addons/debug_draw_3d/DebugDrawCS.cs' to your project as autoload singleton 4. (Optionally) Enable the 'Debug Draw 3D for Editor' plugin to enable debug drawing support inside the editor = Examples and documentation = The sample code can be viewed by clicking on the "View code" button, or optionally, during installation, you can unpack the "debug_draw_examples" folder and examine its contents. To view the code for Godot 3, navigate to the corresponding branch. Information about all functions and properties is provided inside wrapper scripts 'debug_draw.gd' and 'DebugDrawCS.cs' in 'addons/debug_draw_3d/'.
This is an add-on for debug drawing in 3D and for some 2D overlays, which is written in C++ and can be used with GDScript. = Features = 3D: * Arrow * Billboard opaque square * Box * Camera Frustum * Cylinder * Gizmo * Grid * Line * Line Path * Line with Arrow * Plane * Points * Position 3D (3 crossing axes) * Sphere * 3D Text Overlay: * Text (with grouping and coloring) Precompiled for: * Windows * Linux (built on Ubuntu 22.04) * macOS (10.15+) * Android (5.0+) * iOS * Web (Firefox is supported by Godot 4.3+) This addon supports working with several World3D and different Viewports. There is also a no depth test mode and other settings that can be changed for each instance. This library supports double-precision builds, for more information, see the Documentation -> Double Precision. = Examples and documentation = During installation, you can unpack the "examples_dd3d" folder and examine its contents or go to the online documentation via 'Project - Tools - Debug Draw - Open the Documentation'. A list of all functions is available in the documentation inside the editor. !! Restart the editor after installation! !!
A Godot plugin to create 3D highways, streets, and AI paths with ease (Godot 3.5 version no longer in development) Features include: - Fully custom geometry extending the 3D Path node, for perfectly tiled road seams and no holes or gaps. - Custom nodes for road generation (RoadManager, RoadContainer, RoadPoint, and RoadLane) - Utility RoadLaneAgent node for easily following your road - The ability to define arbitrary number of lanes and other parameters on a per-RoadPoint basis - Procedural geometry for lane changes based on connected RoadPoints - Automated collision mesh generation - Automated AI lane paths created with neighbor-connectedness - Visual feedback with custom viewport gizmos - Quickly generate roads using interactive an interactive add mode and live connection tool - Several hand-modeled intersections ready to drop into your scene Note: v0.6.0 is the last update we are planning to make for Godot 3.x
A Godot plugin to create 3D highways, streets, and paths with ease. This is the Godot 4.3-4.4 asset, the plugin is also available for 3.5. Features include: - Fully custom geometry extending the 3D Path node, for perfectly tiled road seams and no holes or gaps. - Custom nodes for road generation (RoadManager, RoadContainer, RoadPoint, and RoadLane) - Utility RoadLaneAgent node for easily following your road - The ability to define arbitrary number of lanes and other parameters on a per-RoadPoint basis - Procedural geometry for lane changes based on connected RoadPoints - Automated collision mesh generation - Automated AI lane paths created with neighbor-connectedness - Visual feedback with custom viewport gizmos - Quickly generate roads using interactive an interactive add mode and live connection tool - A variety of pre-modeled intersection pieces are available to drop into your scene, with the ability to "snap" to your other road points. - Export your roads directly to gLTF for further customization, and easily swap them back into your scenes by turning off procedural geo while retaining AI lanes Coming soon: - Support for procedural intersections; hand made 3D model intersections already supported
This is the Godot 4 port of the Godot XR Tools library. This library contains a collection of handy components to quickly get started with XR projects. Documentation is provided here: https://godotvr.github.io/godot-xr-tools/
A 3D drop-in replacement for the Godot engine that adds stability and fluids. This version is deterministic, just not cross platform deterministic. This version has: - SIMD (Single instruction, multiple data) operations for even faster performance - parallel solving.
A 3D drop-in replacement for the Godot engine that adds stability and fluids. This version is cross platform deterministic This version does NOT have: - SIMD (Single instruction, multiple data) operations for even faster performance - parallel solving. This version is more an advanced version and it's not for normal use cases.
Paint vertex color directly in Godot. For a development version with frequent updates and experimental features visit https://github.com/tomankirilov/VPainter/tree/experimental
Voxel plugin built with GDScript that offers various voxel features, utilities and fully fledged in-engine editors. Making it easy to create, import and edit voxel content anywhere Godot runs right out of the box, both in-engine and in-game. It is designed to be easily extended, allowing you to quickly create the voxel content you want, such as: characters, creatures, props, maps and more.
Adds jiggle physics to a Skeleton3D bone using SkeletonModifier3D nodes. DMWBWiggleRotationModifier3D: Rotates the bone around the current bone pose. The current pose direction acts as the spring's rest position. DMWBWigglePositionModifier3D: Moves the bone around the current bone pose without rotating. The current pose position acts as the spring's rest position.
Godot Open Adventure Template (GOAT) is a tool for making 3D adventure games. It supports a simple inventory system, interacting with objects and screens, playing voice recordings with subtitles, and changing game settings.
Plugin to add grass and plants to your scene in a simple way
This is an early version of a toolkit for VR interactions with the Oculus Quest using the Godot game engine. Features include locomotion, hand tracking, 2D UI interaction, rigid body grabbing and others. Several sample scenes are included. Please also check the github page for documentation and tutorials.
In-editor box modeling tools for ArrayMeshes. See https://github.com/jarneson/godot-ply for full documentation.
This addon allows to deform 3D meshes using customizable deformers at run-time. In this version SphericalDeformer and SimpleDeformer (bend, twist, taper) nodes are provided.
"VRM" is a file format for handling 3D humanoid avatar (3D model) data, designed for V-Tubing or VR applications. VRM is based on glTF2.0 and can also be exported from Blender or VRoid Studio. VRM avatars may also be downloaded/purchased from several online stores. ( https://vrm.dev/en ) This asset provides an importer and exporter for VRM characters, as well as a full implementation the high quality VRM Toon Shader "MToon" for Godot Engine 4.1 and higher. Enable the "MToon" and "vrm" addons in "Project Settings..." → "Plugins" 「VRM」はVRアプリケーション向けの人型3Dアバター(3Dモデル)データを扱うためのファイルフォーマットです。glTF2.0をベースとしており、誰でも自由に利用することができます。 ( https://vrm.dev ) このアセットは、VRMの3Dアバターのインポーターとエクスポーターを提供します。また、VRM Addon とは別に Godot 用の MToon シェーダーも同梱されています。「プロジェクト設定...」→「プラグイン」で有効にする。 (NOTE: A critical shader feature for Omni&Spot lights requires Godot 4.1 or higher, so Godot 4.0 is no longer supported, sorry.)
"VRM" is a file format for handling 3D humanoid avatar (3D model) data for VR applications. It is based on glTF2.0. ( https://vrm.dev/en ) ** Now compatible with Godot 3.4 and GLES2 ** This asset provides an importer for VRM characters, as well as a full implementation of the MToon Shader for Godot Engine. Enable the addons in "Project Settings..." → "Plugins" 「VRM」はVRアプリケーション向けの人型3Dアバター(3Dモデル)データを扱うためのファイルフォーマットです。glTF2.0をベースとしており、誰でも自由に利用することができます。 ( https://vrm.dev ) ** Godot 3.4とGLES2のサポートが追加されました! ** このアセットは、VRMの3Dアバターのインポーターを提供します。また、VRM Addon とは別に Godot 用の MToon シェーダーも同梱されています。「プロジェクト設定...」→「プラグイン」で有効にする。
This plugin adds volumetric fog and lighting support to your project. Based on frostbite's approach, it renders participating media, local and global, in 3D space. This is targeted at mid to high end devices. v1.1: - Added a cull mask to volumetric fog. Lights can now be selectively culled from the effect. - Added a configuration warning to said volumetric fog. - Bugs fixed for Godot 3.2.2. v1.0.2: - Bug fixes. v1.0: - Initial Release. Please read the README for more details. https://github.com/SIsilicon/Godot-Volumetrics-Plugin/blob/master/README.md
Adds a fur node to Godot 3.5. * Fur can be styled with textures and various parameters. * Works on static and skinned meshes. * Fur can be styled using blendshapes. * Fur moves based on gravity and postional and rotational physics around pivot point. * Built-in LOD system. Version 0.3.0 Changes * Addon tested against Godot 3.5 * Various shader fixes related to transparency Version 0.2.0 Changes * Improved UI, now dynamically parses shader for better use with custom shader * GLES2 support * API option for growth, for effects of the fur growing through animation or script call * Ability to control fur length, density, thickness and growth offset with a single RGBA mask texture Version 0.1.1 Changes * Improved UI * Two additional fur patterns * Performance improvements * Experimental mobile support * Bug fixes
This plugin adds OpenXR support to Godot. Supports Windows, Linux and Quest Works best with Godot 3.4
This is a simple implementation of octahedral impostors in Godot. The idea behind this is to capture the object from a variety of view angles and store each view to a texture. Then in game it's using a single plane and based on camera and object position it's calculating in shader which image to show. Installation: Import addons/octahedral_impostors folder to your own project. Go to Project -> Project Settings... -> Plugins and enable "Octahedral Impostors". The user interface is integrated with the editor. Just select any GeometryInstance (MeshInstance, ImmediateGeometry, etc..) and a button called Octahedral Impostor will show up. Selecting a node tree with a GeometryInstance will also work. CSG nodes aren't supported and would have to be converted. When the button's pressed, the following window will popup. For more information please read README file.