
Particle control panel resides in bottom of Godot Inspector to help test multi-layer particles by making emitting functions easier and more convenient to access.
Particle control panel resides in bottom of Godot Inspector to help test multi-layer particles by making emitting functions easier and more convenient to access.
Open Kanban is a godot workflow management plugin. It helps you visualize work, maximize efficiency, and improve continuously. å¼€æºçœ‹æ¿æ˜¯ä¸€ä¸ªä¸ºGodot引擎设计的工作æµç¨‹ç®¡ç†æ’件。它å¯å¸®åŠ©ä½ å°†æ¸¸æˆé¡¹ç›®è®¡åˆ’å¯è§†åŒ–,最大é™åº¦åœ°æé«˜æ•ˆçŽ‡ï¼Œå¹¶ä¸æ–æ•´ç†å¸ƒå±€ã€‚ Installation Download the 'addons' file and extract it to your 'res://' folder. If you already have a 'addons' folder, extract the 'open-kanban' folder into the 'addons' folder. Do not rename any folder or move the folder to any other location related to this plugin.
Similar to the AnimatedSprite node, AtlasPlayer is a way to animate an atlas or a sprite sheet. The difference in benefit comes from the adjustable size of AtlasPlayer. In other words, it can be used for UI purposes such as loading screen or even gifs!
imports .stl files as meshes supports both ASCII and binary STL formats
Create beautiful color palettes with cosine formula through editor or scripts. Currently only C# (.NET 8 or later) projects are fully supported.
A super easy and flexible PDA implementation. A PDA is basically a finite state machine with a stack. Just add the Machine node and fill in the export options. A relative dependency is a child of the entity. Just type the name of the child in the inspector like so: "AnimationPlayer". A global dependency can be any node, just tap de exported NodePath and select a node. If your Machine node is a child of the entity you can use whichever method you prefer. To add a new state, create a new script that inherits anything. Just use one of the templates. I recommend starting with the tutorial one. For animations to work, just add any dependency of type AnimationPlayer. The state buffer ensures that the stack never grows too large. (Just a buffer_size of 3 should be enough tho) You can reference your dependencies (nodes in the scene tree) by just declaring them in the state script in snake case (e.g. animation_player), just name them in the regular PascalCase convention in the scene tree. Your state names match your script name, just use PascalCase. (e. g. `push_state('Idle')` )
Adjust the parameters of a FastNoiseLite object, then save it as a custom resource or emit a signal with the noise to your game. Includes a UI overlay for noise generation, and a sample scene that shows the noise as a texture.
This plugin cleans up orphan files in the res://.godot/imported directory. This is an updated version of "Import Cleaner" by zaevi: https://godotengine.org/asset-library/asset/813 More information can be found at: https://github.com/Tumbolisu/ImportCleaner
This is the SDK (Software Development Kit) for interacting with LootLocker's powerful systems from your Godot game. It is a pure GDScript code package provided by the LootLocker team. LootLocker is a game backend-as-a-service that unlocks cross-platform systems so you can build, ship, and run your best games. Use our plug and play tools to manage your game, content and players all in one place. Save time building features from scratch, so you can focus on the gameplay. Not all LootLocker features are currently supported in this SDK. If there is a specific feature you need in your game, please reach out to us at [email protected] or through our Discord community at https://discord.lootlocker.io/, Some of the features LootLocker can provide are: ## Manage your game ## Save time and upgrade your game with leaderboards, progression, and more. Completely off-the-shelf features, built to work with any game and platform. - Economy - Achievements - Collectables - Energy - Heroes & Classes - Leaderboards - Missions - Progression - Triggers ## Manage your content ## Take charge of your game's content on all platforms, in one place. Sort, edit and manage everything, from cosmetics to currencies, UGC to DLC. Without breaking a sweat. - Cosmetics - Cross-Platform DLC - Currencies - In App Purchases - Custom Game Config - Drop Tables - In-Game Store - Loot Boxes - Rental Items - User-Generated Content ## Manage your players ## Store your players' data together in one place. Access their profile and friends list cross-platform. Manage reports, messages, refunds and gifts to keep them hooked. - Friends & Clans (Coming Soon) - Gifting & Refunds - Guest Login - Messages - Platform Account Login - Unified Player Accounts - Player Accounts - Player Reporting - Player Search - Reports - Segments - White Label Login
An extension to the ColorPicker control which adds an HSV-based color wheel. A button scene, similar to ColorPickerButton, is also included. Update 1.22 (2 Oct 2018): * ClassicControls color preview sliders now update their gradients when color is changed externally Update 1.21 (21 Sep 2018): * Bugfix: Color property not updating on PickerPanel under certain conditions Update 1.2 (19 Sep 2018): * Bugfixes to PickerPanel affecting editor persistence and signalling Update 1.1 (19 Sep 2018): * Neat hack to show custom editor icons for each control type * Flat mode for PickerPanel Update 1.0 (18 Sep 2018): * Colored slider bars are back! ClassicControls no longer hijack input when clicking in the area above the control. * A combined picker tool is now offered. * HuePicker now has a preview swatch that can be clicked to bring up a standard ColorPicker.
Adds option to control wrap mode as a material parameter for custom shaders.
This extension allows you to generate audio dialogues using artificial intelligence directly in Godot Engine. How does it work? - Choose a voice - Choose a language (en, fr, de, it, es) - Enter the text to be synthesized by AI - Click on 'Generate' - Get a wav file directly in Godot ready to be used for your game The audio file is generated directly in your Godot project and can be used immediately. This extension uses AllTalk. It is necessary to install and run AllTalk_TTS for the extension to work. You must have access to the AllTalk API locally for the extension to generate audio files.
The minimal YAML-based dialogue engine. https://kataru-lang.github.io/#/
This plugin aims to help in writing dialogue. It makes use of a syntax heavily inspired by {{mustache}} templates, specifically like handlebars.js. It lets you make use of functions and data in your script and have AraVox generate a Resource which you can then parse in whichever way you want. It is highly recommended to check out its wiki to fully grasp how to utilize AraVox: https://github.com/aravikusu/AraVox/wiki
Let's say to make a level for your game you need to take a few steps. These are too complex to perfectly remember and not feasible to automate. You need a Checklist. Step by step instructions for future you how to do this. If parts of your process are automated you can launch scripts or export your game directly from the Checklist Docker. Also has a build in changelog editor.
Launch multiple instances of your game and pass custom command line arguments to each one. Maintain multiple, highly configurable profiles and quickly switch between them.
This small plugin allows toggling external editor easily (e.g., use builtin script editor for debugging, but use your usual text editor while coding).
A Godot addon to Create the folder structure for your projects.
Godot API Tester A Postman-inspired plugin for Godot 4.4.1 that simplifies API testing directly in the editor. Create, send, and debug HTTP requests with an intuitive interface. Save time, optimize your workflow, and focus on creating. Perfect for game developers integrating web services.
This is a tool designed to help update Godot to the latest version within the editor. This plugin eliminates the need to manually download, extract, and open up the newest version of Godot from the Godot website. Upgrade your Godot version for Windows, Linux, MacOS, and Android from within the Editor.
Get Frames times of an AnimationPlayer in milliseconds. This can be useful if you want to synchronize the timing of animations made with AnimationPlayer with your Aseprite project. Because Asesprite handles frame times in a different way than Godot. How to use: Just copy the "addons/get_animplayer_frame_millis" folder to your addons. And enable the plugin from Project Settings. Now you have a new dock, select any AnimationPlayer and in the dock you can get all frame data. When you click any frame button, the frame duration in milliseconds will be copied to clipboard.
MLGodotKit is a lightweight machine learning toolkit for Godot, designed specifically for game developers. It introduces new node classes through C++ bindings, enabling in-engine training and inference for simple models. Currently supported models include a Linear Regression node for basic numerical predictions, a Classification Tree node for rule-based decision making, and a Neural Network node for nonlinear classification using ReLU and Sigmoid activations. This extension is ideal for prototyping, educational projects, and integrating simple machine learning behavior directly into your Godot scenes.
Helps see where you don't have comments on properties and methods inside scripts. Useful for writing addons, as comments are shown as documentation in external editors. - Double-click to show line in script editor; - Lists undocumented members in white, documented in dark green; - Members starting with underscores are highlighted differently if you want to keep them private; - Checkboxes to hide properties P= and methods F= of any category - Shows where Markdown codeblocks were used (shown as code in VSCode, but not in Godot 4 auto-docs so easy porting later) - Shows completion percentage. For now, only supports GDScript.
Add a customizable background image, slideshow, or video to your Code Editor's background!