This is an ECS implementation to be adapted to any Node. The implementation works using a script that inherits from the "SGCComponent" class. An SGCComponent can be activated or deactivated, and have one or more "SGCComponentProperty" for external values.
- 4.3v20.07.24ToolsBy: QJPG
- 4.2
- 4.3v1.0.2Tools
Way Point is useful for games like racing games or quests when you have to follow a route. The WayPointRoute can send you a notification when an object completes a lap (reached all triger points), the choice is yours to choose if the points should be reached in order or not.
By: Timit0 - 3.4v1Tools
A small code generation tool, which inserts `onready var` statements for the selected nodes into a root node script. Works for GDScript and C#.
By: dmitriy_shmilo - 4.3v1.01Tools
A simple scene loading manager, The plugin auto adds a Manager autoload. To use the manager as intended, setup a LevelData resource with all the paths of levels/scenes you wish to load in the levels Array. The Manager uses int as the value to identify which level to load. -1 reloads the active level. -2 loads the next level without need to know which level is active. Since the Manager is an autoload, the main scene used in project settings should be a "boot" scene that uses the manager to load the first scene users wish to load. The included demo is a simple 2 scene setup with a button in each scene to load to the other scene. UPDATE 1.01: - Updated loading screen to use viewport project property instead of display server. - Updated screenshots
By: symbol24 - 3.0.4v1.1Tools
An editor plugin for Godot Engine 3.x to manage code snippets in your projects. Edit, Copy, Add and Delete frequently used pieces of code into your Godot 3.x projects. v1.1 Internal Editor added to right mouse click on code snippet.
By: gswashburn - 4.4v1.0Tools
Project Time is a plugin developed for Godot 4.4 or later. Its purpose is to accurately measure your development and work time while reminding you to take breaks after long work sessions.
By: gregbug - 3.4v1.0Tools
Reverse any animation in your project (Creating a new reversed animation)
By: tavurth - 4.2v1.0.1Tools
Audio Events provides a simple custom node that you can use to generate events at specific times when playing a sound. Simply create an AudioEventPlayer and attach an AudioEvents resource to it. In the AudioEvents resource, you can specify an audio file and the times at which an event (=signal) needs to be fired.
By: FreekDS - 3.3v1.0Tools
Algorithm for generating cave-like noise. Adds `BorderedSimplexNoiseTexture` and `BorderedSimplexNoise` objects.
By: TotobirdCreations - 4.1v1.1.0Tools
A simple C# script that will help you create many cool UI elements. QUICK START: 1. After importing the asset, if you do not already have a C# Solution you can create one under `Project -> Tools -> C# -> Create C# Solution`. 2. Then click `Build` which will build the .Net Project. 3. Load one of the sample scenes under `addons/godot-ui-helpers/scenes`and run it. 4. Change the `distance` variable in the inspector and other settings to see the effects.
By: pay-it-forward - 4.4v1.0.0Tools
This plugin aims to achieve real-time network voice communication through Godot and implement voice data transmission through a custom UDP protocol.
By: 烟汐忆梦_YM - 4.2v1.0.1Tools
Interface validation plugin for GDScript with graphical editor on Godot 4.
By: Mordidinhas - 4.3v1.0Tools
This small plugin aims to create component references in the scene's root script easier. Every node with a unique name is considered as a component. When you open a root node, a list of components appear in the inspector. You can then decide if you want to have a reference for it, and whether the reference should be private or public. Generated references are located in a code region that you can safely move to a line you want it to be.
By: NectoT - 4.2v1.0.0Tools
BetterTable is a plugin for easily creating dynamic tables in Godot projects.
By: TheBrunoCA - 4.0v0.1.2Tools
Editor plugin to help coding with Q&A
By: Clemens Tolboom - 3.5v0.1Tools
This plugin is deprecated, use GDPaho instead here: https://github.com/GDWired/GDPaho or on the asset store (pending, the link coming soon) Mosquitto library implementation for Godot3.5.1. This plugin provides methods to communicate using the MQTT protocol. MQTT is a lightweight, publish-subscribe, machine-to-machine network protocol for message queuing services.
By: jferdelyi - 4.2v1.1.0Tools
Generate AI images for your godot project using piforge.ai API Improve assets in your project using the PiForge addon tools without leaving godot editor Different AI models are available: PiForge Core AI, Openjourney, SDXL, Flat Style, Vehicle, etc... Support PNG, JPG, WEBP export
By: enlumis - 4.1v1.0Tools
This lightweight GDExtension adds static functions for loading Ogg Vorbis files into an immediately usable AudioStreamOggVorbis at runtime, without requiring the files to be imported using Godot Editor first. You may load files by path, or directly from a PackedByteArray buffer in memory, which could for example be used with ZIPReader to play music out of a zip package. Binaries for Windows, Mac, and Linux are provided. Please see README.md for usage details.
By: JTE - 4.4GOAP6v0.1Tools
Goal Oriented Action Planning It is not complete and not suitable for production use.
By: madwind - 4.2v1.0Tools
This tool add an extra panel beside the "standard" play button panel, with settings for this addon. When you add a play button in the settings window it will pop up in the panel with a tooltip indicating which scene the button executes.
By: gro-david - 4.2v1.0Tools
Cellular Automata Studio is an addon for Godot Engine that enables you to write Cellular automata using Compute Shaders, for speeeeed. You write your code in GLSL and you can use built-in functions or create your own. Several examples in 2D are available.
By: pascal.ballet - 4.4v1.0.2Tools
Easily add Dependency Injection into your project. When the plugin is enabled, it will automatically create the necessary nodes in your current scene (preferably your Main). Simply move both nodes to the top of your scene tree (if not already) then add your node dependencies to the array in the [DependencyRegistrar] node and the [DependencyProvider] node will do the rest! To allow dependency injection to happen in any script attached to a node in the scene tree, simply create either an _inject function or a _post_inject function, or both! But do keep in mind that these are only called after _ready. This tool is useful in cases where: 1. You do not have direct access (via @export) to the nodes you need in a script and do not wish to create a global singleton via autoload. 2. You want a form of dependency inversion and wish to rely on abstractions to interact with other parts of your code. 3. The nodes you need have their own in-scene dependencies that they need to have direct access (via @export) to.
By: comfygrapes - 3.2v0.0.2Tools
A custom node to handle dialogs in your game. The purpose of this new DialogSystem node isn't to display dialogs but to manage: - simple dialog text - multiple choices - conditional branching - characters / tags / signals Dialogs are loaded from a JSON file. The new DialogSystem node will take care of the rest.
By: eptwalabha