
- 4.0
- 3.5v0.1.1Scripts
Global state management solution for Godot Game Engine (inspired by ReduxJS)
By: IsaiahByDayah - 4.2v0.22.0Scripts
Script and autoload for automatically attaching sounds to buttons, tab bars, sliders, and line edits. For usage information, visit the following: https://github.com/Maaack/Godot-UI-Sound-Controller/blob/main/README.md#usage
By: Maaack - 4.0
- 4.4v1.0.1Scripts
PickleGD is a Godot asset for safely serializing arbitrary godot data structures, including custom classes, over multiplayer and to disk. Tested with: Godot Engine v4.4.stable.official.4c311cbee This is a system for "pickling" GDScript objects to byte arrays, using native var_to_bytes plus some code inspection magic. It's meant to make it easy for you to send complex data structures (such as large custom classes) over the network to multiplayer peers, or to create your own save system. PickleGD is designed to prevent arbitrary code execution in the serialization and deserialization process. Note: this asset is not compatible with Python's pickle format. # Quick Start example To get started pickling your data, first create a pickler. ``` var pickler = Pickler.new() ``` If you have custom classes you want to register, register them at scene load time: ``` pickler.register_custom_class(CustomClassOne) pickler.register_custom_class(CustomClassTwo) ``` If you want to register godot engine native classes, you must use the class name as a string: ``` pickler.register_native_class("Node2D") ``` Now you are ready to pickle your data! On the sender's side, just pass your data to `picker.pickle()`, send the resulting PackedByteArray, then at the receiver's side pass the PackedByteArray to `pickler.unpickle()`. ``` var data = { "one": CustomClassOne.new(), "things": ["str", 42, {"foo":"bar"}, [1,2,3], true, false, null], "node": Node2D.new(), } var pba: PackedByteArray = pickler.pickle(data) # "unpickled" should be the same as "data" var unpickled = pickler.unpickle(pba) ``` # Compressing a pickle You can create smaller pickles by setting `Pickler.serialize_defaults` to `false`, which removes default values from pickled Objects. You can create compressed binary pickles using `Pickler.pickle_compressed()`. # Customizing a pickle You can also have direct control over which properties are serialized/deserialized by adding `__getnewargs__()`, `__getstate__()` and `__setstate__()` methods to your custom class. Check out README.md in the git repository for more info on how to customize and optimize your pickles.
By: Chrisknyfe - 3.3v1.0Scripts
Take in-game screenshots without visible pauses or frame time spikes. Queues screenshots and writes them to time stamped files in user directory using a separate thread.
By: fractilegames - 4.0v1.0.2Scripts
Provides a GDScript helper class called "Signals" which exposes static functions for interacting with collections of signals, like Signals.all(), similar to Promise.all() in JavaScript.
By: ava - 4.4v25.03.05Scripts
RemoteContainer pushes its own transform to another Control derived node in the scene.
By: ninstar - 4.2v1.0.1Scripts
Official GDScript (Godot Engine) port of Sqids. Generate short unique IDs from numbers.
By: TsFreddie - 4.4v4.0Scripts
Deeplink plugin allows processing of iOS application links that enable direct navigation to requested app content. 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 the Plugins tab of Project->Project Settings... menu, in the Godot Editor - enable the plugin via the iOS section of Project->Export... menu, in the Godot Editor
By: cengiz-pz - 4.0
- 4.0v0.1Scripts
Fps Controller with Walk, Jump and Crouch mechanics for Godot 4 beta 5 or newer.
By: ismailfilipov - 4.0v1.1Scripts
This Resource and Node (Autoload) can help you handle your action-inputs. Actions for each player can be grouped in a Resource. You can also use Actions as Signals.
By: whiteshampoo - 4.0v0.1.2Scripts
Tookit to handle removing diacritics and substitutable characters from unicode strings. Provides a UnicodeNormalizer singleton that helps normalize your unicode strings by : - removing diacritics (decomposing, then keeping only the first character) - substituting fallback characters - being blazingly fast (binary search) - being lightweight - being extensible Its replacement database is built from the official unicode.org data. It is only about 16Kio. Usage Example : You can use the `normalize` method on the autoload singleton `UnicodeNormalizer`: UnicodeNormalizer.normalize("Dès Noël, où un zéphyr haï me vêt") # "Des Noel, ou un zephyr hai me vet" You can also exclude some characters from the normalization by removing the from the mapping : var allowed_decomposables := "éàè" for i in allowed_decomposables.length(): UnicodeNormalizer.mapping.remove_decomposable(allowed_decomposables.unicode_at(i)) Finally, the UnicodeNormalizer is made to be extended, in order to adapt to specific needs.
By: Goutte - 4.2v1.0.0Scripts
Basic components fit for composition so you don't have to make them.
By: LTecher - 4.2v1.0.7Scripts
Monetize your game using the Xsolla SDK for Godot This plugin is in no way affiliated with Xsolla
By: spaceship - 3.2vv1.0.0Scripts
Godot script that allow use of Field of View in (currently) 2d game.
By: brandonlamb - 4.2v0.11.0Scripts
Credits scene with scrolling text that is read from an attribution file in a markdown (.md) format. For usage information, visit the following: https://github.com/Maaack/Godot-Credits-Scene/blob/main/README.md#usage
By: Maaack - 4.1v0.0.1Scripts
FlowerBuff is a powerful, simple and easy to use Buff system plugin for Godot. Change Log: v0.0.3: Improving performance v0.0.2 - Add a signal to be emitted when the computation is complete: FlowerBuffManager.compute_ok - Fixed: automatically call compute() after removing buff (after remove_buff())
By: BTOTHER - 4.0v1.0Scripts
Encrypt GDScript funcrion implementations easier Note that this is not a safe way to protect your codes because .pck includes raw encryption keys. Use pck encryption (https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_script_encryption_key.html) if you need stronger protection. Usage (please see the sample code): External script editor is recommended. Godot editor does not recognize .impl as a text file. 1. Activate this plugin. res://secret and encryption keys are generated. 2. Write function definitions and variables etc... to .gd file. call_impl() accepts 3 arguments: method name, object, and arguments(optional). If you need more arguments, pass array or dictionary. 3. Write function implementations to .impl files. These scripts do not need to extend any class. All functions must be like function_name(this:Object,args). Do not use self in .impl file, use this passed by call_impl() instead. You can also use super class function by passing lambda as a argument. 4. .impl is encrypted and decrypted when loaded.
By: heppocogne - 4.2v1.1.0Scripts
Export resources written in GDScript to your C# script with the built-in attribute.
By: PattyHoswell - 4.1v2.0Scripts
This script provides an Objects pool with minimal methods to store and get pooled objects and PackedScenes to load into.
By: q8geek - 4.3v1.1.0Scripts
Converts gdscript objects to bytes and vice versa, to save bandwidth or disk space.
By: dickvisser - 4.0v1.0Scripts
Godot helper nodes to create 2D/3D Spaces for physics automatically.
By: Duskitten