
A Godot4 tool to await multiple coroutines, simplifying async task management.
A Godot4 tool to await multiple coroutines, simplifying async task management.
A minimalistic inventory manager for the Godot Game Engine. * Manipulate inventories with ease in GDScript * Easy to customize -- bring your own GUI nodes * Inventory viewer included at runtime in a debugger panel
This plugin let you drag nodes from a panel in left dock to your current edited scene tree.
This addon allows you to import and parse MIDI files in your project as any other resource. It handles almost all available MIDI files features and also has some encapsulated tools for easier use.
Use CSV files as configuration files in Godot with type definitions.
Mimics the behaviour of another popular C# engine, where if changes to scripts are detected when the editor window is refocused (i.e. due to tabbing in and out of an IDE), the .NET build process is automatically triggered.
JSON editor inside Godot editor - [x] Docked panel - [x] Editing existing entry values - [ ] Add/remove entries
This tool is an integration with Elgato Stream Deck devices, and allows users to map the programmable keys of these devices to emit signals and change scenes in running Godot applications. Note: Installing this add-on also requires that the corresponding Stream Deck plugin be installed to the client software.
Prototype to implement OpenAI assistance to Godot 4. Inspired by https://github.com/keijiro/AICommand
Iconify offers an easily accessible Icon picker so you can focus on building a good editor UI without constantly switching tabs to assign them via script. Features: - Search icons by name - Automatically assign icons to node properties - View all built-in editor icons to use them in a script - Keyboard shortcuts for extremely fast UI design For full description see README.md at [https://github.com/Hugo4IT/Iconify]
TL;DR: Import raw data from several file types (yaml, toml, hjson, xml, csv, xlsx, ods, odb, sqlite) in the same manner as a JSON resource but processing the strings with str_to_var. WARNING: This add-on has system prerequisites and does not work without them, read the "Prerequisites" section in the README.md for further details. ================================================== Hi =)! Did you know that since godot 4.0 the JSON class is a Resource =O? Previously it was just a helper class, but since godot 4.0 you can do something like "var mydata = load('res://my.json').data" and just start using your parsed data =D! But that only works for json files ;-(. Oh, how GOOD and WONDERFULL and NEEDED and FANCY and LIFE CHANGING would it be if we could do that same thing with other files like yaml, toml, xml, csv, or an excell spreadsheet, or an sqlite database... But wait! Here I come to your aid. With this addon, you can do just that! With the one and only "Gnumaru's Static Data Importer" you can import a plethora of files as if they where just a plain old json resource! You can write concise nested dictionary structures in yaml and load it =D! You can write well organized spreadsheets with lots of interdependent data and full of functions in microsoft excell (or any other software that saves as xlsx or ods like libreoffice, onlyoffice, wps office or google docs) and load it =D! You can write a well structured and coherent database in sqlite or odb (libreoffice base format) and load it =D! And all of this is done only in the editor, in the asset importing stage. That is, while exporting your game for production, you can just throw away the addon, the imported data is not dependant of the addon at all! Just use the addon and be happy =D! You can thank me later ;).
This dock will allow you to document your scene hierarchies and usage. It's a simple text editor for recording notes about whatever scene you're editing. Supports both 3.0 and 3.1. More info: https://github.com/need12648430/godot3-scene-notes
I really wanted an easy way to export a scene and all of the dependencies. Enable the addon, then use Project -> Tools -> Export Resource. Choose the scene and then choose the output directory.
Seamlessly display in-game versions based on your Git tags.
Easy to use time control for godot. Define multiple clocks to create different timelines foryour nodes.
A Godot plugin that provides a centralized signal management system, helping you decouple signals from specific scripts and simplifying one-to-many or many-to-many communication between nodes.
Addon to add a console to your game, this will allow you to run commands after opening the console. To add a command simply use Console.register_custom_command("reload", _reload, [], "Reload current scene") where reload is a function without parameters. If you want to parse parameter use Console.register_custom_command("count_up", _count_up, ["(int) amount to count up"], "Increase the counter", "Command will increase a local counter", ["count_up 1", "count_up 3"]) This adds a command with a single argument, a short and long description and some examples. You can also make arguments optional, to do so create them like that: var count_down_command = Command.new("count_down", _count_down, [CommandArgument.new(CommandArgument.Type.INT, "amount", "The amount to count down from the current counter", "1")], "Decrease the internal counter", "Command will decrease a local counter", ["count_down", "count_down 2", "count_down 5"]) Console.register_command(count_down_command) or use the "Console.register_custom_strong_command()" method, which uses the "CommandArgument" instead of the packedstring array for arguments. Always make sure that your optional parameters are at the end of your parameter list, otherwise the command registration will fail. To unregister it run, this should be done if a node does leave the scene tree. Console.remove_command("reload") Other interessting methods ## Change the console settings ## There are more options Console.update_console_settings(func(settings: ConsoleSettings): ## Set key to toggle console settings.open_console_key = KEY_F12 ## Pause game tree if console does open up settings.pause_game_if_console_opened = true ) ## Hide console Console.hide_console() ## Show console Console.show_console() ## Disable console completely, can be used to remove it on release builds Console.disable() ## Enable a disabled console Console.enable() # BREAKING_CHANGES: ## Version 0.4.0 -> 0.5.0 This version will add some breaking changes, if you create a command instance you cannot use the packedstring array anymore. Instead create a new "CommandArgument" providing the type as first parameter, the name as the second and if needed a description of the parameter as last. See the example project or readme for more details
Advanced tooltip functionality for Godot 4.4+ FEATURES Tooltips Everywhere: Tooltips can be attached to any Control node, as well as 2D and 3D nodes. Customizable Layout: Set Alignment, Offset, and Overflow Mode to fully control how tooltips should be positioned, and adjust to overflowing the screen bounds. Origin Options: Anchor a tooltip to the node that triggered it, the mouse position, or any arbitrary position with a remote node. Nesting Tooltips: Put tooltips within tooltips, and trigger them through a fully featured locking system of the kind established in Crusader Kings III. Dynamic Content: Use String placeholders to insert variables into tooltips and see the text update while they're open. Template Appearances: Customize tooltip templates using the full power of Godot's UI system, for reuse or unique one-offs. Localization support, animations, and more!
Seamlessly implement custom noise textures using compute shaders!
A very hacky way to separate script variables into categories. Copy the "export_categories" folder into your "addons" folder and enable it on Project > Project Settings > Plugins > ExportCategories. Just export a var with `_c_` as a prefix (ex: `_c_movement`) and it will be transformed into a "category". It's just a separation, really. But it helps :)
Allows importing to automatically move vertex color data from a different file attribute into the primary vertex color attribute. Useful primarily to get around the recent Blender 4.1 change that no longer exports vertex color properly. Can grab the color from other named attributes, including UV channels, normals, etc... Visit the repository for a full explanation of capabilities.
A wrapper of Photon C# Client SDK for GDScript.Contain Photon Realtime Client and Photon Chat Client. Because of the lack of time, I can't complete a perfect description in both script and document. But the usage of this SDK is similar to Photon C# Client SDK, basically you can refer to the official document.
Manage private keys, read from smart contracts, and send transactions to Ethereum Virtual Machine blockchains. With a built-in ABI encoder/decoder, all you need is a contract's ABI to interact with it. For MacOS, X11, and Windows. Built with Godot Rust and Ethers-rs. Note: this addon includes GDExtension dynamic libraries. You may need to grant them permission to open before your project will load them. On MacOS, this can be accomplished by right-click opening the libgodot_ethers.dylib file. GodotEthers is currently intended for testnet experimentation.