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  • GodotParadiseProjectileComponent
    4.1
    v1.0.1Scripts

    Imagine placing this component in any scene representing a projectile in your video game, and it is ready for action. It provides common functionalities for standard projectiles.

    By: BananaHolograma
  • Godot-Stuff Logger 3.1
    3.1
    v3.1-R2Scripts

    Godot-Stuff Logger (gs_logger) A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered. Features * low overhead * simple to include in your projects * eight different logging levels * output to console or filesystem * html output available (experimental) This version supports the Godot Version 3.1 releases. For more information follow this link https://gitlab.com/godot-stuff/gs-logger/blob/master/README.md

    By: paulhocker
  • GodotParadiseAchievements-CSharp
    4.1
    v1.0.1Scripts

    Implement achievements in your game in a simple way and with minimal security practices now in C#.

    By: BananaHolograma
  • Godot-Stuff Logger 3.0
    3.0
    v3.0-R2Scripts

    Godot-Stuff Logger (gs_logger) A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered. Features * low overhead * simple to include in your projects * eight different logging levels * output to console or filesystem * html output available (experimental) This version supports the Godot Version 3.0 releases. For more information follow this link https://gitlab.com/godot-stuff/gs-logger/blob/master/README.md

    By: paulhocker
  • GodotParadiseHealthComponentCSharp
    4.1
    v1.0.1Scripts

    Effortlessly simulate health and damage for entities within your video game now in C#. This component handles all aspects related to taking damage and managing health on the parent node. While typically added to a CharacterBody2D, there are no limitations preventing its use with a StaticRigidBody2D, allowing you to imbue life into objects like trees or other in-game elements.

    By: BananaHolograma
  • GDScript Parsers
    3.4
    v1.1.0Scripts

    A GDScript ByteCode/AST parser. This is 100% pure GDScript ByteCode/AST parser for GDScript. You can parse the GDScript on GDScript! for on-editor script addon tools, or something. 1.1.0 update: * Refactoring codes.

    By: arlez80
  • Godot Coroutines (Unity like)
    4.1
    v1.0.1Scripts

    Creating a Unity-Like Coroutine Manager / Coroutine class to perform CoRoutines in the Godot Engine. Requires Godot 4.0+ C# edition. (Updated to address found issues.)

    By: Apophis Software
  • Timestamp Stopwatch
    4.2
    v1.0.1Scripts

    A thread-safe stopwatch class that uses timestamps to track time for good accuracy.

    By: skelecat
  • GDPeg
    3.4
    v1.3Scripts

    Godot Parsing Expression Grammar for GDScript 1.3 update: * Added end of input $. 1.2 update: * Added debug @ and tree capture :> 1.1 update: * Fixed greedy(?) on text notation.

    By: arlez80
  • Inputty
    4.2
    v0.4Scripts

    Input wrapper with per-device action polling, a rebinding scene, input icons/prompts, and customisable input properties.

    By: MxSophie
  • 4-Directional Animation
    3.2
    v1.0Scripts

    A sprite extension that accounts for 4 directions per action.

    By: mechPenSketch
  • Get OS Name
    3.5
    v1.0Scripts

    Get a more specifically OS name (for Godot Game Engine v3.x). Uses "uname -a" to get *nix name. If Linux, search for distro name inside "/etc/os-release" Also ships with OS icons as 500x500px white png. Usage: `Get_os_name.os_name(getdistro:bool=true, gds4:bool=false)` Which returns the name as a string. If getdistro is false will not search for Linux distro name. If gds4 is true, will convert Godot 3.x os.get_name() to Godot 4.x equivalent. `Get_os_name.os_logo(name:String="")` Which return path to logo as a string. If no name provided as arg, will use os_name() to retrieve it.

    By: Bytez
  • Nesinkrona
    4.0
    v1.0.1Scripts

    !! IMPORTANT !! This add-on is no longer maintained by me. And continues to be maintained here: https://github.com/folt-a/godot-nesink --- I am notified here cause there is no way to delete the submitted assets.

    By: ydipeepo
  • Godot MIDI Player
    3.5
    v2.6.2Scripts

    Embeddable Software MIDI Player for Godot Engine 3.4 and later. 2.6.2 update: * Fixed text event parse bug 2.6.1 update: * replace deep_equal to == for Godot 3.4(s) * fixed bug for GS/XG resets. 2.6.0 update: * Refactoring code * Fixed silence seconds * Make faster with MIDI system messages for resets * Added code for reuse AudioBus 2.5.5 update: * Fixed double displaying in Node list. 2.5.4 update: * Refactoring source codes * Some changes smf/sf2 file reading APIs. 2.5.3 update: * No use when running on debug build. 2.5.2 update: * Added no_thread_mode for HTML5 env. 2.5.1 update: * Fix crash when hot reload in the debug mode by save on the editor. 2.5.0 update: * Use thread for sequence playing. Features: * 100% pure GDScript * Play Standard MIDI File format 0 and format 1 with SoundFont. * Emit signals on some MIDI events (changes tempo, lyrics, markers or something). * Receive raw midi messages * You can play procedural generate MIDI sequences. Demo: https://bitbucket.org/arlez80/godot-midi-player/downloads/demo.zip Repository: https://bitbucket.org/arlez80/godot-midi-player/ Wiki: https://bitbucket.org/arlez80/godot-midi-player/wiki/

    By: arlez80
  • Godot-Stuff Logger 3.2
    3.2
    v3.2-R4Scripts

    Godot-Stuff Logger (gs_logger) A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered. This latest release is now installed like a proper plugin. Activate the Logger by going into your Project settings and activating it. Note: Cyclical errors have been correct and a restart of Godot should no longer be required when adding this asset. Features * low overhead * simple to include in your projects * eight different logging levels * output to console or filesystem * html output available (experimental) This version supports the Godot Version 3.2 releases. For more information follow this link https://gitlab.com/godot-stuff/gs-logger/-/blob/3.2/README.md

    By: paulhocker
  • radio buttons
    3.4
    v1Scripts

    This addon adds a little helper node which you add as a sibling node to some buttons, and then only 1 of these buttons will be selected at the time, like radio buttons, the node provides a signal for when you change the selection.

    By: Void Games
  • Momus
    4.3
    vv0.1.0Scripts

    The missing error handling library for Godot.

    By: abstractionfactory
  • Yet Another Scene Manager
    4.2
    v1.0Scripts

    Add-on for Godot 4 which aids in loading scenes asynchronously (aka: in the background) which allows for animated/interactable loading screens and transition animations. For full usage, see the [Readme](https://github.com/BtheDestroyer/Godot-YASM/blob/main/README.md) This plugin comes with a default "loading" scene, but you can set your own by modifying the "application/scenes/loading_scene_path" Project Setting. ## Pre-load Signals If you would like to `await` specific `Signal`(s) before switching to a scene after loading it, you can provide it/them in an optional `Array` to `YASM.load_scene(...)` This is useful if you'd like to wait for all players to be ready in an online game or to allow the player to stay on the "loading" screen until they're ready. ## Transitions Scene transitions are handled via Godot's `Animation`s on two `AnimationPlayers` within the `YASM` singleton. ## Available Signals If you would like your code to react to different phases of loading a scene (eg: a multiplayer game would like to tell the server when a player is loaded), the following signals are available in `YASM`: - `out_transition_done`: Emitted after the previous scene's "out" transition is done (or during `load_scene` if there is no "out" transition) - `preload_done`: Emitted when resource loading is complete, but before all awaited signals are emitted or the new scene is instantiated - `load_done`: Emitted after the new scene is instantiated - `in_transition_done`: Emitted after the new scene's "in" transition is done (or immediately after `load_done` if there is no "in" transition set) ## Cancelling a Load If something goes wrong while doing some manual work during the loading of a scene, you can call `YASM.cancel_scene_load()` (after optionally setting `YASM.last_error`) to immediately cancel loading the next scene and go to the "error" scene instead.

    By: BryceDixon
  • Godot-Stuff ECS 3.3
    3.3
    v3.3-R1Scripts

    Godot-Stuff ECS 3.3 This is a Framework for adding a simple Entity Component System using Godot. The Framework puts less emphasis on performance, and instead tries to focus on improving Workflow and Code Reuse. Features * simple design * flexible * create using scene structure or code This version supports the Godot 3.3 releases. Read the documentation here: https://gs-ecs-docs.readthedocs.io/en/latest/index.html Get started with a very simple example here: https://gs-ecs-docs.readthedocs.io/en/latest/simple.html

    By: paulhocker
  • Godot-Stuff ECS 3.5
    3.5
    v3.5-R1Scripts

    Godot-Stuff ECS 3.5 This is a Framework for adding a simple Entity Component System using Godot. The Framework puts less emphasis on performance, and instead tries to focus on improving Workflow and Code Reuse. Features * simple design * flexible * create using scene structure or code This version supports the Godot 3.5 releases. Read the documentation here: https://gs-ecs-docs.readthedocs.io/en/latest/index.html Get started with a very simple example here: https://gs-ecs-docs.readthedocs.io/en/latest/simple.html

    By: paulhocker
  • SimpleState
    4.0
    v1.3.2Scripts

    A simple state machine implementation. See the wiki (https://gitlab.com/addons-by-aura/simple-state/-/wikis/home) and/ or the in-editor help pages for details.

    By: AuraTheEnby
  • Godot-Stuff Logger 4.0
    4.0
    v4.0-R2Scripts

    Godot-Stuff Logger 4.0 A GDScript based logging utility, it provides a very low level way to debug your Games. There are different Appenders and Layouts available that let you control how the logger output is delivered. This latest release is now installed like a proper plugin. Activate the Logger by going into your Project settings and activating it. Note: Cyclical errors have been correct and a restart of Godot should no longer be required when adding this asset. Features * low overhead * simple to include in your projects * eight different logging levels * output to console or filesystem * html output available (experimental) This version supports the Godot Version 4.0 releases. For more information follow this link https://gitlab.com/godot-stuff/gs-logger/-/blob/4.0/README.md

    By: paulhocker