Sort
  • SQLiteSharp
    4.0
    v5.2Scripts

    SQLiteSharp is a powerful library to help you access a SQLite database in C#. Features: - Create tables from your .NET objects - Annotate members as primary keys, foreign keys, not null, unique, indexed and more - Manage your database with No-SQL APIs - Use synchronous and asynchronous functions - Encrypt your database with SQLCipher The library is available on NuGet: https://www.nuget.org/packages/SQLiteSharp

    By: Joy-less
  • InputEventKey Grabber
    3.2
    v0.2.1Scripts

    A button that grabs key events and populate an InputEventKey instance. Comes with a property editor for easy setup of InputEventKey Resources in editor, great for creating ShortCuts.

    By: gilzoide
  • 3D Trail in C#
    4.1
    v1.0Scripts

    A C# script that creates a 3D Trail, based on this dbp8890's Motion Trails

    By: q8geek
  • High Level Custom Multiplayer | HIGHT
    4.2
    v1.0Scripts

    High Level Custom Multiplayer Implementation for Godot. * Custom network implementation. * Easy communication between player and room. * Control and restriction of players between each other.

    By: QJPG
  • Alexandria - alexandria.db
    4.3
    v1.1Scripts

    A Native Database Addon for Godot 4 I wanted to easily manage Resources for online Godot projects in an database without needing to write project-specific code for serializing, transmitting, deserializing, and validating those Resources. Alexandria is a project attempting to fulfill this niche. The primary goal is to help facilitate the creation of online games in Godot without necessarily writing any networking code. "Alexandria" is the name of the overarching project, but it's made up of various individual plugins; alexandria.db manages the local database and is a base dependency for other Alexandria addons.

    By: BryceDixon
  • Godot Redux Rust
    3.2
    v0.1.0Scripts

    A nativescript implementation of Redux for Godot.

    By: robertcorponoi
  • Resource Encryption
    4.0
    v1.1Scripts

    The Godot Resource Encryption Plugin enables developers to securely save and load resources in Godot with any file type, utilizing encryption to protect sensitive data. This plugin integrates seamlessly into your project, providing an easy-to-use interface for resource management. New Classes: * ResourceEncryptionSaver * ResourceEncryptionLoader Save Resources Securely: Encrypt and save any Godot resource to your chosen file extension, such as .dat, ensuring data integrity and security. Load Encrypted Resources: Decrypt and load resources, returning them as usable Godot Resource objects. Simple API: Use straightforward functions to save and load resources with encryption keys. Flexibility: Supports various file types and custom extensions, allowing for flexible resource management.

    By: SolicArc
  •  Alexandria - alexandria.netserver
    4.3
    v1.1Scripts

    A Native Database Addon for Godot 4 I wanted to easily manage Resources for online Godot projects in an database without needing to write project-specific code for serializing, transmitting, deserializing, and validating those Resources. Alexandria is a project attempting to fulfill this niche. The primary goal is to help facilitate the creation of online games in Godot without necessarily writing any networking code. "Alexandria" is the name of the overarching project, but it's made up of various individual plugins; alexandria.netserver is a server-side interface for remote database interactions. A pre-built database server application can be found at the releases page: https://github.com/BtheDestroyer/godot-alexandria/releases

    By: BryceDixon
  • Alexandria - alexandria.netclient
    4.3
    v1.1Scripts

    A Native Database Addon for Godot 4 I wanted to easily manage Resources for online Godot projects in an database without needing to write project-specific code for serializing, transmitting, deserializing, and validating those Resources. Alexandria is a project attempting to fulfill this niche. The primary goal is to help facilitate the creation of online games in Godot without necessarily writing any networking code. "Alexandria" is the name of the overarching project, but it's made up of various individual plugins; alexandria.netclient is a client-side interface for remote database interactions. A pre-built database server application can be found at the releases page: https://github.com/BtheDestroyer/godot-alexandria/releases A "Getting Started" guide can be found in the project's README: https://github.com/BtheDestroyer/godot-alexandria?tab=readme-ov-file#getting-started

    By: BryceDixon
  • Math Extensions
    4.0
    v1.0Scripts

    Additional math helper functions and behaviors for manipulating angles and floats.

    By: AdamActual
  • FPS Label
    3.1
    v1.0Scripts

    Godot asset to show the frame rate of your games.

    By: lupoDharkael
  • Linux Desktop Shortcut Creator
    3.3
    v1.0Scripts

    This script can register standalone Godot games as applications in Linux-based OS's. This means that games will now show up in application lists on Linux with this script. Icon by https://icons8.com/

    By: likeich
  • Godot Firebase Lite
    3.2
    v0.1.1Scripts

    Lite wrappers for Firebase App, Firebase Auth, and Firebase Database. (No Firestore or Cloud Storage as of yet.) Godot Firebase Lite promotes the pattern of using yield() for all of the CRUD methods (which saves a lot of signal wiring). INSTALLATION If installing from Godot's AssetLib Package Installer: 1. Unselect all files and then select only the folders you need: - firebase_app_lite (required) - firebase_auth_lite (optional) - firebase_database_lite (optional) 2. Create a `firebase` global namespace (AutoLoad Singleton) by going into Project Settings > AutoLoad tab, and add a new entry with the following settings: - Path: res://firebase_app_lite/firebase.gd (or wherever you put it) - Name: firebase (note this is all lower case) - Singleton: [x] Enable 3. See https://github.com/juanitogan/godot-firebase-lite for usage

    By: juanitogan
  • Node Connector
    3.2
    v1.0Scripts

    A custom script / class which connects two Sprite nodes with a straight, curved or elbow connection, configurable in the editor.

    By: tkarcher
  • ScriptWriter
    3.5
    v0.2Scripts

    This plugin simulates a user writing a script. It is made for the purpose of making video tutorials. If you spend any amount of time with notepad open in one window and Godot in another — copy/pasting or typing out some script while you are recording — this plugin is for you.

    By: ACB_Gamez
  • Rem Send
    4.4
    v8.8Scripts

    A Remote Procedure Call framework for Godot C#. Features: - Call source-generated RPCs with static typing and optimal performance. - Request and return values from RPCs. - Send variant-incompatible values with MemoryPack. - Extra access enum (peer -> authority). - Fully compatible with async / Tasks. - Created for use in a real MMORPG. Example: ```cs [Rem(RemAccess.Any)] public void SayWords(List<string> Words) { foreach (string Word in Words) { GD.Print(Word); } } // Send SayWords to authority SendSayWords(1, ["cat", "dog"]); // Broadcast SayWords to all peers BroadcastSayWords(["cat", "dog"]); ```

    By: Joy-less
  • DateTime
    4.3
    v1.1Scripts

    DateTime and Schedule class for handling many time related tasks.

    By: chairfull
  • SyncNode
    3.0
    v0.8aScripts

    Disclaimer: This is an experimental plugin for prototyping multiplayer games. It is not ready to production and may it will not be released in its final form due to security reasons.

    By: spaghiajoeojo
  • Particles2D+
    3.3
    v1.1Scripts

    Simple Class that creates a "particles_cycle_finished" signal to eliminate needing to add timers to all of your particle nodes. This is emitted when your particles' lifetime expires and accounts for preprocessing and randomness. Please report any bugs by opening an issue on GitHub. Also adds a one_shot_start property that will tell the particle to emit only once when it is instanced. This is exactly the same as setting one_shot = true and then emitting = true in the _ready() function, but allows you to edit your particles node while emitting is true and without needing to add a script to accomplish this. TWO WAYS TO USE 1. Create a Particles2D node (or use an existing one), add a script, change extends Particles2D to extends Particles2D_Plus. 2. Click the built-in "Create New Node" button (CMD+A) and search for the "Particles2D_Plus" node, add it to your scene as you would normally. PLUG ACB_Gamez YouTube Channel: https://www.youtube.com/channel/UCEyzutdxmqyZuMqXPVT8ziA

    By: ACB_Gamez
  • Indie Blueprint Pool
    4.4
    v1.1.0Scripts

    The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – a "pool" – rather than allocating and destroying them on demand.

    By: ninetailsrabbit
  • GsomLoader
    4.2
    v0.0.1Scripts

    A threaded async loader for Godot resources. Loads a resource in another thread and then calls your callback(s). [codeblock] func _load() -> void: print("Load started...") GsomLoader.load_async("res://test.tscn", _cb, _stat) func _cb(_res: Resource) -> void: print("Complete!") func _stat(progress: float, _status: ResourceLoader.ThreadLoadStatus) -> void: print("Progress %s..." % progress) [/codeblock]

    By: RaubTieR
  • Extra Math for GDScript
    3.4
    v1.0.0Scripts

    Provides easy-to-use math functions that are not yet available in the stable engine builds. Functionality includes Euler conversions, conversion to axis-angle vector, and more. If you would like to add a common math function please submit an issue on GitHub. Usage example: ``` var from = Vector3.FORWARD var to = Vector3(1, 0, 1) var rot = ExtraMath.get_vectors_rotation(from, to) var to_calculated = from.rotated(rot.normalized(), rot.length()) var to_calculated_with_basis = Basis(rot.normalized(), rot.length()) * from ``` Functions in current version: usec_to_sec(usec: int) sec_to_usec(sec: float) get_vectors_rotation(from: Vector3, to: Vector3) basis2axis_angle(b: Basis) quat2axis_angle(q: Quat) quat2euler(q: Quat, order = DEFAULT_EULER_ORDER) basis2euler(b: Basis, order = DEFAULT_EULER_ORDER) euler2quat(angles: Vector3, order = DEFAULT_EULER_ORDER) euler2basis(angles: Vector3, order = DEFAULT_EULER_ORDER) Constants in current version: const EPSILON = 0.00001 const EPSILON2 = (EPSILON * EPSILON) const SQRTHALF = 0.7071067811865475244008443621048490 const SQRT2 = 1.4142135623730950488016887242 const LN2 = 0.6931471805599453094172321215 const EULER = 2.7182818284590452353602874714 const DEFAULT_EULER_ORDER = "yxz" For more details see the comments in the code.

    By: balintbarna