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  • GDScript Promise Async Utils
    4.2
    v0.2Scripts

    Provide async functionality to have Promises similar to JavaScript with functions like Promise.all, Promise.race, Promise.any

    By: kuruk-mm
  • Analog Controller
    3.2
    v1.0.02D Tools

    A virtual analog controller: 360º (Vector2), 2_H (Horizontal), 2_V (Vertical), 4 (left, right, up, down) 8 (left["up, down"], right["up, down"], up, down)

    By: thiagobruno
  • Shader Precompiler
    3.3
    v1.0Tools

    A small utility to precompile shaders in order to avoid game stuttering when objects first come into sight, and their shaders get lazily compiled.

    By: CrushingJosch
  • Foamy Ocean
    3.1
    v1.0.0Shaders

    An ocean shader that incorporates foam

    By: creikey
  • Motion Blur 4.0
    4.0
    v1.0Shaders

    # motion-blur-godot-4.0 A motion blur plugin created by Bauxitedev, ported to Godot 4.0 To use this plugin in your game, do the following: 1) Copy the motion-blur folder to your project directory. 2) Select the camera you want to apply motion blur to, and click the 'link' button above the scene tree to instance a scene. 3) Select the 'motion_blur.tscn' file, and click Open. If you want to customize the blur: 1) Select the motion_blur node 2) Click 'Surface Material Override' in the inspector under MeshInstance3D. 3) Click 'Shader Parameters' 4) Mess with the Intensity, Iteration Count, and Start Radius until you have the effect you'd like. Original plugin by Bauxitedev for Godot 3: https://godotengine.org/asset-library/asset/211

    By: Mantequilla
  • Stairs Character
    4.0
    v1.1.1Scripts

    # Stairs Character A simple to use class that enables your CharacterBody3D to handle stairs properly. Mainly tested with the Jolt physics engine and cylinder colliders, not guaranteed to work well with anything else - but try it! ## Usage instructions: 1. Make your character controller extend `StairsCharacter` instead of `CharacterBody3D`. 2. Ensure your character's collider is named 'Collider'. 3. Every frame, set `desired_velocity` to the desired direction of movement. 4. Call `move_and_stair_step()` instead of calling `move_and_slide()`. 5. Done! ### Important: Ensure your character collider's margin value is set low - at most 0.01. Anything higher might cause snags. If you find that you're still snagging on ledges, lower it some more.

    By: Andicraft
  • Resource Path
    4.2
    v1.2Tools

    Need portals to other maps? Got a circular dependency? Want to lazy-load resources? Resource Paths makes it easy to select and load other resources by UID string.

    By: huwp
  • DTL (Dungeon Template Library)
    4.3
    v1.0Tools

    Convenient interface to generate various types of 2D map data (islands, mazes, roguelike dungeons, and more) in Godot.

    By: krazyjakee
  • Custom Project Runner
    3.4
    v1.1Tools

    Plugin that can run your project and pass some data from editor to your game. For example, you can run the game and spawn player at the position of cursor in the editor to quickly test parts of a level. Before using the plugin, you need to configure it first by editing "addons/CustomRunner/CustomRunner.gd" file, following the comments in the file. The interesting bit are 3 methods: _can_play_scene() - called when pressing the plugin shortcut (F7 by default). The current scene is passed to that method and if it returns true, the plugin will run the project. You can for example check if this scene is a Level class (if you have one). _gather_variables() - called before running the project from the plugin. Use add_variable() to add variables that you want to pass from editor to the game. By default it passes "scene" variable, which contains filename of the current scene. There's also an example line that adds current cursor position. _get_game_scene() - return the main scene you want to run. This should be your "game" scene, i.e. scene that has player, HUD and instantiates the level etc. Leave empty to run the currently opened scene instead. After the project is started using the plugin, use CustomRunner.get_variable(variable_name) to retrieve the data passed from the editor. You can also use CustomRunner.is_custom_running() to check if the game is running using the plugin and data is available. Check the repository page for more info and example project.

    By: KoBeWi
  • SceneMap
    3.3
    v0.63D Tools

    Provides a helper node for building tile based worlds out of similarly sized scenes. This node is similar to Godot's built in GridMap node, but allows for the placement of entire scenes instead of just meshes.

    By: Dark_Kilauea
  • GDScript REPL
    4.2
    v4.4.1.0Tools

    Read Eval Print Loop console for the Godot Editor

    By: jnbangerter
  • Custom Gradient Texture
    3.1
    v1.0Misc

    A resource that allows to create linear, radial and rectangular gradient textures unlike the build-in gradient texture (at this point of time).

    By: Maujoe
  • Auto Polygon2D Triangulation
    4.0
    v2023.05.032D Tools

    Auto Polgon2D Triangulation is designed to make 2D mesh deformation significantly faster and less painful by triangulating polygons (mesh) for you.

    By: dweremeichik
  • PinchPanCamera
    4.3
    v1.02D Tools

    Godot Plugin for a touchscreen optimized camera control system for common 2D top-down strategy games. (Works also with mouse when "Emulate Touch with Mouse" is enabled)

    By: divirad
  • Seriously - Serialize any data!
    4.2
    v0.2.0Misc

    You need to serialize some data to bytes and deserialize it again? You tried the binary serialization api of godot but didnt like its footprint? Or you miss being able to serialize Objects without sacrifice security? (Callable functions) "Seriously" to the rescue! With this library you can easily serialize any data!

    By: freehuntx
  • GDMUT - C# Unit Tester
    4.2
    v1.0.0Tools

    A Blazingly Fast and Simple C# Unit Testing Framework for Godot. Easy to setup and use. See the Github link to see how to setup and use the tool. Please note that this is early in development. Breaking changes may be introduced in the future. Feel free to leave any feedback or bugs on the issues section!

    By: spycemyster
  • TCPMaid
    4.2
    v6.0Scripts

    An easy, powerful and lightweight TCP client/server in C#. TCPMaid makes it easy to setup a robust client & server, send messages and requests, and provide your own SSL certificate. Features • Easy client & server setup • Supports SSL (TLS) encryption and certificates • Automatically serialises messages • Automatically fragments large messages • Supports requests and responses • Supports IPv4 and IPv6

    By: Joy-less
  • Quest Editor (G4)
    4.0
    v0.1.2Tools

    This is a Godot Editor plugin to manage quests in godot. The plugin allows you to quickly and easily manage all your quests. You can create your own quests. Resources are assigned very easily using drag and drop. The assigned resources can be viewed in preview window, to check them. Version: 0.1.2 godot 4 rc1

    By: VP-GAMES
  • Channel packer
    3.0.4
    v0.1.1Tools

    This tool allows you to pick several textures and pack their channels into a single texture. This very useful to pack albedo with roughness, or normals with bump into the same texture for example, which helps shader optimization.

    By: Zylann
  • Custom Project Runner
    4.0
    v1.3.1Tools

    Plugin that can run your project and pass some data from editor to your game. For example, you can run the game and spawn player at the position of cursor in the editor to quickly test parts of a level. Before using the plugin, you need to configure it first by editing "addons/CustomRunner/Config.gd" file, following the comments in the file. There are 3 methods to change: _can_play_scene() - called when pressing the plugin shortcut (F7 by default). The current scene is passed to that method and if it returns true, the plugin will run the project. You can for example check if this scene is a Level class (if you have one). _gather_variables() - called before running the project from the plugin. Use add_variable() to add variables that you want to pass from editor to the game. By default it passes "scene" variable, which contains filename of the current scene. There's also an example line that adds current cursor position. _get_game_scene() - return the main scene you want to run. This should be your "game" scene, i.e. scene that has player, HUD and instantiates the level etc. Leave empty to run the currently opened scene instead. After the project is started using the plugin, use CustomRunner.get_variable(variable_name) to retrieve the data passed from the editor. You can also use CustomRunner.is_custom_running() to check if the game is running using the plugin and data is available. You can use Shift + F7 to repeat the last custom run, in case you want to test the same scene multiple times. Check the repository page for more info and example project. The CustomRunner class also has a documentation.

    By: KoBeWi
  • SpanningTableContainer
    4.3
    v1.1.0Tools

    The SpanningTableContainer plugin provide a table and a cell container that allow for GUI table with cells that span coloums and rows. The standard GridContainer provide regular table of rows and columns. The SpanningTableContainer use the SpanningCellContainer with the Col Span and Row Span attributes to define cells that span over multiple columns and rows.

    By: Magodra
  • Dialogue Editor
    3.4
    v1.3.9Tools

    This is a Godot Editor plugin to manage dialogues in godot. The plugin allows you to quickly and easily manage all your actors and dialogues. You can also create your own dialog ui. Resources are assigned very easily using drag and drop. The assigned resources can be viewed in preview window, to check them. You can also test all your dialogues in preview mode with simple play system. Version: 1.3.9 export game bugfix

    By: VP-GAMES
  • Godot MMKV
    3.5
    v1.1Tools

    Godot MMKV is an efficient, small, easy-to-use key-value storage framework

    By: Sakuya