
Ready made scene for scrolling credits This is Archura's Credits by _.des_ign._ ported to godot 4 https://godotengine.org/asset-library/asset/1193
Ready made scene for scrolling credits This is Archura's Credits by _.des_ign._ ported to godot 4 https://godotengine.org/asset-library/asset/1193
Godot Variant Notation (GDVN) is a syntax built on top of JSON that allows for the easy parsing of any Godot Variant to and from Strings. GDVN uses the constructor syntax to encode Variants into Strings, which keeps your data readable and easily parse-able. The plugin provides a singleton/class called GDVN that functions exactly the same as Godot's built-in JSON class, making the conversion of existing JSON parsing code as simple as changing the class name.
Inspired by other project time trackers, this simple tool will keep track of your project's development time in the form of overall combined real time, and overall on/off days since tracking started. Also features tracking start date, current session time, and last session time.
This import plugin allows importing .piskel files as StreamTextures directly without requiring a manual export to PNG
This adds a Control Node that puts its children Nodes in a circle. You can change the radius of the circle and the size of all the elements. Make them spin!
Provides simple PDF creation and export functionality. Check plugin.cfg for more detailed documentation Check sample.gd for example usage
Enhanced Resource allows you to view resource with a name and an icon per instance directly inside you editor. It is part of the "Enhanced" addon suite, a collection of tools designed to extend the power of the Godot Engine. From inventory systems to state charts, the Enhanced suite offers a plethora of tools for game development.
Plugin for monitoring signals of a global EventBus singleton. While creating Godot projects, developers often use a global signal script, a singleton, which houses only signals needed for unrelated systems to talk to each other. These scripts go by names like EventBus, MessageBus, Signalton, etc. One downside these scripts often have is the inability to see under the hood, as there isn't an easy way to monitor multiple signals being emitted. Developers often have to resort to using print() statements on each end of the signal path. This plugin adds a SignalPrinter node, which automatically connects to all signals of your global EventBus and routes them to a method, which prints the signal's name, all arguments and (optionally) the time at which the signal was recieved.
StringKeys allows you to automatically generate a .csv translation file from strings in your game by searching for certain patterns surrounding the strings. For example it could find the text property for a Button or Label node in a scene file, or it could find a string inside a tr() (translate) function call.
Singleton script that will process methods during idle time on the main thread. The IdleQueue singleton places callables in a queue to be executed when the cpu is not busy, prioritizing the physics and main processes of the game with minimal effect on the frame rate. This allows methods to be run in the background on the main thread. (All member functions of this singleton are thread safe).
This asset allows you to instantly create an inventory for your game, it will be responsible for inserting and removing items, saving and loading the inventory made by .json file, enabling interaction with backend tools such as firebase and playfab. Also includes an asset item and a basic interface for you to start development as fast as possible.
QuizNode add a custom-type for the handling of custom quizzes. Sorry the documentation is in spanish.
SaverLoader (saver_loader.gd) can save procedural scene trees of arbitrary structure and rebuild them on load. It persists data from procedural and non-procedural objects – but only what you tell it to persist! Saves and loads are very fast because we don't save whole objects. This system is used in I, Voyager (ivoyager.dev) to save/load a procedurally built Solar System with >100 planets & moons and ~65,000 asteroids. Our save/load times with an ssd drive are on the order of ~1 second! For how-to guide, help and feedback, follow one of these two links to either the I, Voyager Forum or Godot Forum: https://ivoyager.dev/forum/index.php?p=/discussion/26/how-to-guide-save-load-persistence-in-your-project https://godotforums.org/discussion/21507/saverloader-save-load-procedural-scene-trees-of-arbitrary-structure
This plugin allows you to customize the HTML export template for web builds in Godot Engine. With this plugin, you can easily modify the appearance of the HTML loader to better match your game's style. Features: - Customize the background color. - Customize the styles of the progress bar, including width, border radius, and colors. - Choose between different loader types (bar or circle). Usage: 1. Configure the plugin settings in the Godot Editor. 2. Export your project to HTML5. 3. The plugin will automatically modify the exported HTML file to include the custom styles. Configuration: The plugin settings can be updated in the Godot Editor. The following settings are available: - `back_color`: Background color for the status element. - `loader_back_color`: Background color for the loader (bar or circle). - `loader_progress_color`: Color of the filled part of the loader (bar or circle). - `border_radius`: Border radius for the progress bar. - `loader_width`: Width of the progress bar or circle. - `progress_type`: Type of the loader (bar or circle).
This is a Godot 4.x plugin that enables the Godot Editor to send build games to the Steam deck. Tested on MacOS and Linux, as the scp application is needed.
Another option for StateMachine plugin! Features: -Each StateMachine and State is a node - A State can have a sub StateMachine - The transition is a condition expression string that will be executed every frame to determine whether or not to change the state - A StateMachineResource Editor - A StateMachine Remote Viewer
This is a plugin for Godot Engine to import animations into `SpriteFrames` resource from the Aseprite files.
Adds a preset interface that shows an interactive list of all licenses. Custom licenses can be added through the GodotLicensing class.
Adds "Structural Selection" feature to Godot Script Editor that allows to gradually increase the selection region.
A GDscript addon to connect to bilibili live room. There is a demo under res://addons/godot-bili/demo.
This tool allows to keep notes and ideas of your project. It adds a Notes dock that contains a text box allowing you to write and save - by project - all the ideas that go through your head. Notes are saved in a notes.txt file inside the plugin folder.
Playerloop is the fastest way to collect bug reports from your players! Perfect for Early Access, game jam and any game really! Features: - Start collecting bug reports in 5 minutes - Attach save game files to the reports for faster debugging - Easy web interface to check your bug reports - Free for the first 50 indie developers! Built by indie developers for indie developers!
gDAW introduces custom nodes that allow devs to generate sound effects in real-time, using ADSR envelopes.
Frog Subtitles is a Godot plugin that add custom nodes to easily add subtitles on a video or audio stream. It works by directly importing a standard srt files. This plugin has been developed by Frog Collective.