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  • GoGodot
    3.1
    v1.1.72D Tools

    Go Godot simplifies common operations in Godot. It's like a swiss army knife of making Godot more intuitive! Here's the README for this asset package: A Godot add-on library to simplify common operations. Install instructions Within the project, open the setup.tscn file. This should load the library into the project settings. Reference function spawn_instance To spawn an instance of a scene at set location, type go.spawn_instance(, optional:, optional:, optional:) Examples: #spawn enemy at position 0, 0 as a child of the main scene root node go.spawn_instance("EnemyScene") #spawn enemy at position 200, 300 as a child of the main scene root node go.spawn_instance("EnemyScene", 200, 300) #spawn enemy at position 200, 300 as a child of the object calling the function go.spawn_instance("EnemyScene", 200, 300, self) function spawn_instance_grid Spawns a rectangular grid of instances of a provided scene. This is good for creating formations of enemies, or arcade puzzle elements. go.spawn_instance_grid(sceneName, numberOfColumns, numberOfRows, columnSpacing, rowSpacing, xPosition, yPosition, whereToAddChildren) Examples: #spawn a 4 by 5 grid of cards that are spread out with 100 pixels of space between them horizontally and vertically. go.spawn_instance_grid("CardScene", 4, 5, 100, 100) #the same as the above example, but the grid is placed at a position of 250, 150 from the root node. go.spawn_instance_grid("CardScene", 4, 5, 100, 100, 250, 150) #the same as the above example, but the grid is put as a child of the caller, rather than the scene's root node. go.spawn_instance_grid("CardScene", 4, 5, 100, 100, 250, 150, self) get the main scene root node #the following code gets a reference to the main scene root node: go.Main callback functions automatically connected to built-in signals NOTE: This is a breaking change. This replaces go_collision and go_body_collision Each node's built-in signals will automatically connect to a callback function whose name matches the signal name, within a script that is either on the node or its nearest ancestor node. To activate, just write a function definition whose name is the desired signal's name inside the node's script, or its parent (or grandparent, etc.). Examples: Extends Area2D #area_entered called when area overlaps another area func area_entered(otherArea): #do collision related things Note: normally, you would have to turn on contact monitor on the RigidBody2D and increase the number of contacts reporting from the default 0 value. Fortunately, if an ancestor node is found with the body_entered function, then GoGodot will automatically turn on contact monitor and increase contacts reporting so that it just works (without having to manually tweak those settings). function restart_game Example: #The following code reloads the current main scene go.restart_game() function get_all_nodes_by_class This function returns an array of all the nodes in the SceneTree that match a given class name. Example: var allLabels = go.get_all_nodes_by_class("Label") for label in allLabels: label.text = "all labels now show this text!" function destroy Example: #remove myObj go.remove(myObj) Destroy is simply an alias for queue_free(), but ensures that the object trying to be removed can actually queue_free. function random_integer Gets a random integer in range. Example: go.random_integer(2, 12) #get random integer, minimum of 2 and maximum of 12 If no arguments provided, then assume die roll 1 to 6. If only one argument provided, assume range of 1 to maximum of that argument provided. function array_shuffle Supply an array to shuffle, and the shuffled array is returned. Example: var shuffledFruitArray = go.array_shuffle(["apple", "banana", "orange"]) Go Modules Go Modules are nodes that can be found in the go_modules folder which give special powers to whatever node they are attached to. For example, adding the Platformer node to a Node2D will make that node behave like a platformer (moving and jumping, etc.). Platformer Adding the Platformer node to any Node that has a transform (e.g. Node2D, Sprite, etc.) will make that Node automatically possess typical Platformer behavior. Settings for the Platformer node can be tweaked in the Inspector with the following properties: Gravity - the strength of gravity Speed - the speed of the Platformer node Jump Strength - how "high" the Platformer node can "jump" Collision Bounds - the pixel dimensions of the collision area of the Platformer node. (Note: you may add your own custom collision shape if you like, but the Rectangle is the default option) Set Bounds To Sibling Sprite - when this is clicked, the first Sprite node that is a sibling to the Platformer node will be used to auto measure and determine the size of the collision area of the Platformer node. WASD - check this property to enable default WASD key controls. Arrow Keys - check this property to enable default arrow key controls. Spritesheet This node expands the typical Sprite node to make spritesheet animations easier to set up. The following properties of the Spritesheet node can be configured in the editor: Spritesheet - this is the Texture of the spritesheet, i.e., the spritesheet graphic itself. Note that the spritesheet's frames need to be evenly divided in a grid. Current Frame - this is the same as the Frame property, which states which frame of the animation is current. Framerate - set this to change how fast the animation plays in frames per second. Horz Frames - the same as HFrames, this tells Godot how many frames there are in each column. Vert Frames - the same as VFrames, this tells Godot how many frames there are in each row. First frame - if the desired animation does not begin on frame 0, you may choose which frame the animation starts on. Final frame - sometimes the grid ends before the final column, so this allows you to choose what the final frame actually is of the animation. Default assumes the final frame is the last frame in the grid calculated by the Horz Frames and Vert Frames. Loop - choose whether or not the animations should loop. Reverse - specify if the animation should be playing backwards. Note: this will play from the Final Frame to the First Frame. Is Playing - this allows you to preview the animation in the editor. Autostart - specify whether or not the spritesheet should start playing when it enters the scene at runtime. The following are functions that belong to the Spritesheet node that you can run on the Spritesheet object in the code: play() - starts the animation stop() - stops the animation and returns to the First Frame pause() - stops the animation, but stays on the Current Frame The following are callback functions that can be added to the nearest ancestor to the Spritesheet node that will automatically run under its respective conditions: func go_animation_end() - the nearest ancestor node to Spritesheet will run this function when the Spritesheet animation ends or loops. Linear Motion Adding this node to any node with a transform (e.g. Node2D, Sprite, etc.) will enable you to easily make the node "go" at a fixed speed. Unlike the linear_velocity property found on some nodes, the speed is controlled with an angle and speed rather than x and y velocity. The following properties can be modified in the editor in order to tweak the behavior of the Linear Motion module: Enabled - check this to enable the module to work. If it is unchecked (whether in the editor or in the code), the parent node will stop moving as a result of the Linear Motion node. Match Angle - check this to have the parent node move in the direction of its angle. Whatever angle the parent of Linear Motion is set to is the direction it will go. Otherwise, the node will go the direction of the Angle Of Motion property. Angle of Motion - if the Match Angle property is unchecked, the parent node will go the direction provided by the Angle of Motion property. This is good for when you don't want to rotate the parent node to have Linear Motion work. Speed - the speed of the Linear Motion in pixels per second. TopDownMovement Adding this node to any node with a transform (e.g. Node2D, Sprite, etc.) gives that node traditional top-down movement mechanics, as in classic top-down games, such as _The Legend of Zelda_ and _Metal Gear_. The following properties can be configured in the editor to customize how the top-down motion works. * Speed - pixels per second the node moves in the respective directions. Note that moving diagonally will move the given pixels per second _diagonally_, taking into account the correct vector magnitude. * CollisionBounds - set the size of the default rectangular collision boundaries of the character. * Set_Bounds_To_Sibling_Sprite - clicking this checkbox will have the module find the first Sprite sibling of the TopDownMovement node, and use its dimensions to automatically figure out the size of the rectangular collision shape. * LimitFourDirections - with this selected, the TopDownMotion can only go one direction at a time, instead of diagonally. * WASD - with this checked, the w, a, s, and d keys control the TopDownMotion in game. * ArrowKeys - with this checked, the arrow keys control the TopDownMotion in game. Note that WASD and ArrowKeys can both be checked, allowing either set of keys to work for the TopDownMotion.

    By: oranjoose
  • Poly Haven Import
    4.2
    v1.0Tools

    Directly browse Poly Haven inside Godot editor and import assets as native Godot resources.

    By: Bytez
  • Godot Moho Importer
    3.5
    v1.0.02D Tools

    Godot plugin in GDScript for importing Moho animations for 3.3+. Import .mohoproj files to the project and convert it into a single scene. This plugin also adds two classes from Moho that may be useful besides importation: SwitchLayer and SmartBone.

    By: duriganjp
  • Awesome Scene Manager
    4.2
    v1.0.1Tools

    A Scene Manager with easy to add and customize transition animations that allows for changing any scene in any place Features: * Background loading for the scene you want to change. * Easy tracking of the currently loading resource. * Easy to customize and add animations for transitioning in and out of the scenes. * Adding a scene nested inside a tree? Want to keep your hud in place? I got you covered with swap_scenes.

    By: DaviD4C
  • Godot Logging Util
    3.1
    v1.0.1Scripts

    Godot Logging Util is a GDScript file that provides simple logging functionality. Features include: - Print detailed logs - Write to log files - Supports use of multiple log files

    By: Tybobobo
  • godot-dataview UI Control
    4.2
    v0.1.32D Tools

    A UI control that can efficiently display a large amount of data in a scrollable table. It only loads data it shows, so it's useful for showing data from a database. It was originally made to show a SQLite table. Gif demos available on the github: https://github.com/karlak/godot-dataview

    By: karlak
  • CollisionPolygonShape
    3.4
    v1.1Tools

    CollisionPolygon with predefined shapes just like CollisionShape Godot's Shape node is very useful, but for example if you want to find the area of intersection between two shapes you would most likely use the Geometry singleton. But this uses polygons as PoolVector2Arrays and CollisionPolygon2D node does not have shape presets while CollisionShape2D does not have it's polygon exposed. This plugin addresses this issue by ading new CollisionPolygonShape2D Node and PolygonShape2D Resources

    By: Kubulambula
  • Water2D Node
    3.2
    v0.0.42D Tools

    This plugin introduce a simple Water2d Node. It aims to be usable with any kind of 2d project. Just drop it in your scene, rescale it and your done. This works is still in beta and was initially made for teaching (and learning !) purpose. Use it wisely !

    By: Cevantime
  • PackRTC - P2P Multiplayer
    4.2
    v1.2.0Tools

    PackRTC is a P2P multiplayer solution for Godot games, powered by WebRTC. Developers can use PackRTC to provide room based multiplayer games. Documentation: https://packrtc.himaji.xyz

    By: maji
  • Dynamic Camera System
    4.0
    v1.03D Tools

    This plugin lets you: * dynamically tween between camera position * and/or smooth follow a node of your choise * and/or look at a node of your choise (called watch to avoid naming conflicts with Godots built-in method) See the Demo scene in addon folder. Find the documentation at https://github.com/FilipLundby/DynamicCameraSystem

    By: skooterkurt
  • gd_planar_reflections
    4.3
    v1.0.1Shaders

    This provides a planar reflection shader and the related camera logic for doing planar reflecitons.

    By: RisingThumb
  • FlowerInventory
    3.5
    v0.1Tools

    Lightweight inventory system plugin for Godot Engine.

    By: BTOTHER
  • Interactive Scene Changer (G4)
    4.0
    v0.1.0Tools

    Simple interactive scene changer. Implemented as singleton/autoload class. This class/script allows you to quickly and easily make transitions between large scenes. Implement your custom lightweight loading/transition screen and load large scene. You get feedback of loading status of your scene in procent(%). You can also setup you loading screen to awaiting player action to go to next scene. This implementation works also for web applications. Version 0.1.0

    By: VP-GAMES
  • Noise textures
    3.0
    v1.0Shaders

    Fast generation of noise textures by implementing the noise texture in a shader. Currently only supports worley noise, will add open simplex and voronoi soon as well.

    By: Mux213
  • Clipboard Panel
    3.4
    v1.1Tools

    A custom editor panel for Godot. It lets you create unlimited text containers, and copy their content to your clipboard with a button.

    By: Thane5
  • EzFSM
    4.3
    v1.0.4Tools

    A lightweight, fast, and flexible Finite State Machine implemented in C++ GDExtension. Includes a StateMachine node that allows several States and StateTransitions to be added through a power graphical editor plugin. Each state and transition can be extended through scripts and provided virtual methods to do processing when active. Also includes full class documentation and script templates.

    By: iiMidknightii
  • Level Manager
    3.2
    v1.1Scripts

    Allows you to easily store, load and switch levels with as well as make nodes persistent by simply adding them to a group

    By: iatenine
  • iOS Admob Plugin
    4.3
    v4.0Scripts

    Allows displaying of Admob ads on Godot apps that are exported to the iOS platform. Installation Steps: - click `Download` button - on the installation dialog... -> keep `Change Install Folder` setting pointing to your project's root directory -> keep `Ignore asset root` checkbox checked -> click `Install` button - enable the addon via `Project->Project Settings...->Plugins` in the Godot Editor - enable the plugin via `Project->Export...->iOS` in the Godot Editor

    By: cengiz-pz
  • GLTF to MeshLibrary
    4.3
    v0.3Tools

    This plugin allows you to import gltf/glb models as MeshLibrary, which saves a lot of time compared to manual importing. read for README.md for more details.

    By: zincles
  • DIISIS
    4.4
    v0.6-alpha2Tools

    A dialog tool that includes a dialog editor, and nodes to parse the resulting file to text on screen. Useful for narrative games such as visual novels, for which the plugin contains a project template. Documentation can be found on the GitHub Wiki: https://github.com/SnekOfSpice/dialog-editor/wiki

    By: snekofspice
  • Basic physics based object pickup
    3.4
    v1.0.0Demos

    DEMO: https://youtu.be/wTyDLJK8Mww Movement controls: 'W' - Move forward 'S' - Move backward 'A' - Move left 'D' - Move right 'Left Ctrl' (hold/toggle) - Crouch Pick up controls: 'E' (toggle) - Pickup object 'T' + Mouse move (while holding an object) - Rotate object in space 'Left click' (while holding an object) - Throw object How to use the pickup? To allow and object to be picked up, you will need to create the rigid body object using the LightProp custom node. Only objects using this node will be allowed to be picked up. The rigid body to be picked up will react to its surroundings. Blocked by a wall? It won't budge. Try anyway? It will automatically drop the object on the floor. If you do not need the player, you can swap it out with your own player controller. But reattach the Container and the Crosshair node provided in this project as it serves as a way to mount and detect rigid body. Just make sure all the referenced nodes in all the scripts are referenced correctly according to your own hierarchy. Whats fun? Swing the object and release it and the object will be carry on with its momentum. Or use it as a base starter for your next "Amnesia"-esque adventure game. What is not working? The rigid body weight will not influence the way it is picked up but only the throw distance.

    By: cptfurball