
Hide/Show any node with a fade animation. Usage: `Fader.fade_in(Node, Seconds)` or `Fader.fade_out(Node, Seconds)`
Hide/Show any node with a fade animation. Usage: `Fader.fade_in(Node, Seconds)` or `Fader.fade_out(Node, Seconds)`
This is the Godot Plush model by FR3NKD, packaged as a Godot asset for your convenience. Originally from https://fr3nkd.gumroad.com/l/vhfvy
Changing scenes seems one of the most hairy problems Godot newbies are facing. While other game engines have a clear concept of "level" and simple ways you can transfer between them, Godot has a much more powerful concept of "scene", but moving between them requires ad-hoc scripting. This module automatizes scene switch, and offers a powerful set of objects to help you design both level transfers and programmatic scene transition. * The SceneChanger object can be directly used to change scene, optionally using transitions objects to perform visual transition between scenes. * The SceneChangerCtrl object provided can program the scene changer, so that you need writing less code, and rely on GUI to configure your scene changes. * ScenePortal2D objects can be placed in your levels, and given a target scene and exit portal directly from the UI, without any script. Transition controls can be added to the SceneChangerCtrl and to the portals to configure scene transitions without having to script them. New in this version: * Intra-scene portals * Support for portal loops * Support for teleport (moving player objects to remote scenes).
Icospheres are normally used to achieve a more isotropic (regular) layout of vertices than a UV sphere
Quick access to debug remote port on Toolbar. Any port changes made on the Toolbar will also save a custom project settings "custom_settings/remote_port" which allows different port per project.
Android OAID/AAID SDK export plugin. Also supports AndroidID, IMEI, WidevineID and more.
A port of Kenney's "Impact Sounds" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
A port of Kenney's "RPG Audio" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
A port of Kenney's "Sci-Fi Sounds" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
This addon adds components and scripts that allow you to add authentication in your game using the Clerk.dev frontend api.
A port of Kenney's "Music Jingles" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
An addon to the "EZ Sfx and Music" Godot asset by ghoulbroth. Put MusicCuer as MusicPlayer's child and it plays either the MusicPlayer's first track or a selected track on regular intevals, optionaly after some delay.
Synchronize an animation player position with a position input value. This forces a transition between points in the animation rather than sudden jumps due to erratic position inputs. The demo shows an HSlider being used to move a Sprite whose position is determined by an animation track.
An add-on that wraps the MetaFab API into a static interface class with callbacks that behave like one-off signals.
GDNative wrapper for SQLite (Godot 3.2+), making it possible to use SQLite databases as data storage in all your future games.
A port of Kenney's "Digital Audio" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
Is safe area node that set offsets by member or automatic set from cutout areas to ensure fit within safe area. It's useful for build mobile games or apps. ● Usage: Just create Notchz as root node or add as a main UI.
GCode is a simple cheat code system using the built-in inputmap (actions). Usage: This plugin provides a custom node (GCode). This node will be used to manage your cheat codes. Add it to the tree and configure the cheat code actions (string array). You can also set a time threshold (0 is disabled). Then connect the node signals to handle the "done", "miss" and/or "step" events of the cheat code.
A port of Kenney's "Voiceover" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
Automatically expands all sections of the Property Inspector when you select a node
This addon allows more efficient windows in Godot, with a built-in blue neon theme. NOTE: Not all window class features are available.