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  • Godot Stereo 3D
    3.4
    v1.0.1Shaders

    Godot Stereo 3D adds stereoscopic 3D support to Godot Engine (red/cyan anaglyph 3D glasses) in game and in editor. Works as a screen-space shader based on the depth buffer (2D to 3D conversion) so is very fast. Requires GLES3. The best 3D glasses to use with this add-on are called Pro-Ana (red/cyan). They make plastic and paper versions and are very affordable. - Place the Stereo3D.tscn scene inside your main game tree. - If used in combination with Godot Super Scaling, the Stereo3D node should be inside your game world. - In the Stereo3D inspector settings, check the Enable box to turn stereo on or off in game or in editor. - Set Z Near to the z_near of your camera. - Set Z Far to the z_far of your camera. - The Separation controls the distance between the eyes. 0 is no distance and 100 is the maximum. - Setting Separation too high may cause discomfort, so leaving it around the default of 50 is recommended. - The Convergence controls the distance to the parallax plane the eyes are focused on (on the z axis). - Higher values for Convergence will result in a greater 3D effect, but setting it too high may cause discomfort. - The Pop Out setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable. - Typically lower Pop Out settings are easier to focus on. However, if you use transparent surfaces or reflections (e.g. glass windows) then it is better to set Pop Out to the maximum so that the transparent pass closer matches the 3D render. - If you have overlapping transparent surfaces in your game, you need to set the Render Priority of the transparent material to 1 or above (for example, in a racing game, viewed from the 3rd person, the front window could have Render Priority of 0 and the back 1). - For cut-out textures (like decals or grass) the Render Priority should be above 0, the Depth Draw Mode set to Opaque Pre-Pass, Transparent set to false, and enable Use Alpha Scissor on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then the Depth Draw Mode must be set to Never. - If you use reflection probes, the reflections will be captured with the results of the post-process and will be incorrect. In these cases, you should leave the Stereo3D disabled in game, then on _ready() in your game, wait a certain amount of time (enough for the captures to take place) before enabling Stereo3D. - You must control whether Stereo3D is enabled or not within the inspector settings for the add-on. The eye icon in the tree is disabled by design. - Note, since this is a post-process effect (2D to 3D conversion) and not a true dual camera stereo render, you may see some artifacts (typically halos around objects or duplicated textures). This is unavoidable with a screen-space shader, and is why it performs so fast. Changing the Stereo3D settings so that the 3D effect is less can mitigate some of these artifacts.

    By: cybereality
  • Scaffolder: Opinionated app scaffolding
    3.4
    v0.7.02D Tools

    NOTE: Consider this a pre-alpha release. This framework still has many rough edges, is still changing a lot, and is possibly a lot more inflexible than you would want (it makes a lot of assumptions about how you've structured your app). This is an opinionated framework that provides a bunch of general-purpose application scaffolding and utility functionality for games in Godot. Some features include: - Configurable UI and camera scaling to adapt to the current viewport. - Optional analytics based on the proprietary third-party Google Analytics service. - Optional automatic crash log reporting based on the proprietary third-party Google Cloud Storage service. - Screen layout and navigation. - Lots of useful utility functions (e.g., Time, Geometry, DrawUtils, Audio). - A widget library (e.g., AccordionPanel, LabeledControlList) Probably the easiest way to get set up is to copy the Squirrel Away example app, and then adjust it to fit your needs (https://github.com/SnoringCatGames/squirrel-away). See more details at https://github.com/SnoringCatGames/scaffolder.

    By: levi
  • 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
  • Multiplayer FPS
    3.2
    v1.0Templates

    An FPS template made for and in Godot Engine (3.2.1)

    By: wamiqurrehman
  • Compute Worker
    4.1
    v1.2Tools

    A Godot plug-in that simplifies the setup and use of compute shaders in Godot! This plugin wraps the RenderingDevice compute API. It provides a custom ComputeWorker class and node that simplifies setup and execution of the compute pipeline, and handles encoding of Godot data types into GLSL data buffers. All so you don't have to! Features: - ComputeWorker node/class - Custom resources to handle uniform data - Simplified compute API - Easy scene tree interaction - Supports uniforms and storage buffers - Support for Structs and Struct Arrays - Decently documented - Example scene See the README in the github repo for a short guide to get up and running!

    By: WardensDev
  • Light Tools
    3.5
    v0.2Tools

    Light Tools add color temperature based color editing Works on any Light or Light2D inheriting node like: * OmniLight * SpotLight * DirectionalLight * Light2D Supports Godot 3.3+

    By: HaSa
  • RPG Database Manager
    3.2
    v1.1.0Tools

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

    By: sdtv9507
  • Rope3D
    4.0
    v0.43D Tools

    Dynamic Physical 3D rope that interacts with RigidBody3D. License at: https://github.com/Skyquakers/godot-rope3d/blob/develop/addons/rope3d/LICENSE.txt

    By: godotlearner
  • Node Referencer
    3.5
    v1.0.4Tools

    Works with 3.4.x and 3.5 Easily add node references to scripts and copy the variable name to your clipboard. 1. Select one or more nodes. There will be a dropdown menu in the scene toolbar if the plugin detects that one of the node's parents has a script. The plugin will scan recursively up the tree. 2. Select the parent to which you want to add the reference. 3. Select the last option to copy the last created reference's variable name. 4. Reload the parent script by closing it and reopening it. For some reason, I can't get it to reload automatically. 5. Now you can use that variable.

    By: SanderVanhove
  • 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
  • Car Demo
    4.3
    v0.9Demos

    A simple car demo to help you make your own cars in godot 4.3+

    By: Manik
  • Light Tools
    4.1
    v0.3Tools

    Light Tools add color temperature based color editing. Works on any Light3D or Light2D inheriting node like: * OmniLight3D * SpotLight3D * DirectionalLight2D * DirectionalLight3D * PointLight2D Supports Godot 4+ only.

    By: HaSa
  • Ed's Mesh Builder
    4.0
    v4.03D Tools

    Quickly build 3D meshes via basic shapes and self-created shapes

    By: [email protected]
  • Basic Shaders
    3.2
    v1.0Shaders

    There are some basic shaders, as a blur filter, a mosic filter, an edge filter and others. You can use as your shader in your project, after download the shaders.

    By: To-Fujita
  • 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
  • Scene Palette
    4.0
    v2.0.3Tools

    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 to edit their palette 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
  • Scrolling Background
    3.2
    v3.2.02D Tools

    A scrolling background node for Godot. See https://github.com/dploeger/godot-scrollingbackground/blob/master/addons/scrolling_background/README.md for details

    By: dploeger
  • M Terrain plugin
    4.3
    v0.16.03D Tools

    This will allow you to create massive terrain, for open world games. This plugin is written in c++ in GDExtension Terrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAM This also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable) You can also bake navigation mesh from terrain (navigation mesh is also Paintable) Supporting sculpt brush Support Height-map non destructible layers Supporting Holes Supporting Water Supporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ... ------------------------------------------------ This release: Grass Data per instance The biggest update for this version is the grass data custom which you can send to grass! You can send these data to each instance of grass: You can send some random number unique for each grass instance, you can control this random number! You can send any image which you used in Terrain to grass, only a single color value depend on the position of the grass on terrain will be sended to grass You can also send the grass creation time which you can calculate the age of grass and create a growing effect for grass This update is not about grass data there are more features and bug fixes Other changes Now if you add an image in terrain data and you do not declare that in terrain Shader, that image will remain only on RAM memory, and you can read from that and use that in various things! (One use of that is to send that data to grass) Optimizing grass update in run-time Fixing the color paint issue This time the color which you paint will appear in the background of each layer in paint panel (only for color-brush and channel-painter) Detecting OpenGL or compatibility mode and changing the Shader code for that so it will work as you start a new-project (If you create a terrain with Vulkan and then change to OpenGL you need to fix the Shader code by yourself as some Shader code which works for Vulkan does not work for OpenGL) In this release we have a road system! but it is just a start!

    By: mohsenph69
  • Dialog and Quest System
    3.1
    v1.0Misc

    Basic Setup for a dialog and quest system, lets you write and store conversations and things that have happened and have them change based on your actions

    By: miziziziz
  • Ed's Mesh Builder
    3.5
    v3.53D Tools

    Quickly build 3D meshes via basic shapes and self-created shapes

    By: [email protected]
  • Godot XR VMC Tracker
    4.3
    v1.2.03D Tools

    XR Body & Face Tracker from VMC Sources such as XR Animator

    By: Malcolm Nixon
  • LDtk Importer
    3.2
    v1.0.0-preTools

    A plugin that imports levels created using the LDtk tool as Godot Scenes.

    By: pttn40
  • Simple State Machine First Person Controller
    4.4
    v1.43D Tools

    *All informations are in the Github repository page ! A simple state machine first person controller asset made in Godot 4 ------------------------------------------------------------------------------------------- This asset provides a simple, fully commented, finite state machine based controller, camera, as well as a properties HUD A test map is provided to test the controller. The controller use a finite state machine, designed to be easely editable, allowing to easily add, remove and modify behaviours and actions. Each state has his own script, allowing to easly filter and manage the communication between each state. He is also very customizable, with a whole set of open variables for every state and for more general stuff. This is the same for the camera. The asset is 100% written in GDScript. He works on Godot 4.4, 4.3, and 4.2. I didn't test it in Godot 4.1 and Godot 4.0, but it should work just fine. ------------------------------------------------------------------------------------------- Features : - Smooth moving - Ability to move on slopes and hills - Walking - Crouching (continious and once pressed input) - Running (continious and once pressed input) - Jumping (multiple jump system) - Jump buffering - Coyote jump/time - Air control (easely customizable thanks to curves) - Bunny hopping (+ auto bunny hop) - Camera tilt - Camera bob - Custom FOV - Reticle - Properties HUD ------------------------------------------------------------------------------------------- Quick update : -add correct link for the showcase video -improving of the in air velocity curve

    By: Jeheno