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GdUnit3 - Unit Testing Framework icon image
NullPointer
GdUnit3 - Unit Testing Framework

GdUnit3 is a framework for testing Gd-Scrips/C# and Scenes within the Godot editor. https://mikeschulze.github.io/gdUnit3/Features- Write and run tests in GdScript and full C# testing support- Embedded test Inspector in the Godot to navigate over your test suites- Run test-suite(s) by using the context menu on FileSystem, ScriptEditor or GdUnit Inspector- Create test’s directly from the ScriptEditor- A Configurable template for the creation of a new test-suite- A spacious set of Asserts use to verify your code- Argument matchers to verify the behavior of a function call by a specified argument type.- Fluent syntax support- Test Fuzzing support- Parameterized Tests (Test Cases)- Mocking a class to simulate the implementation which you define the output of certain function- Spy on a instance to verify that a function has been called with certain parameters.- Mock or Spy on a Scene- Provides a scene runner to simulate interactions on a scene - Simulate by Input events like mouse and/or keyboard - Simulate scene processing by a certain number of frames - Simulate scene proccessing by waiting for a specific signal - Simulate scene proccessing by waiting for a specific function result- Update Notifier to install latest version from GitHub- Command Line Tool- Visual Studio Code support by (GdUnit Test Explorer) extension- You are welcome to test in and send me your feedback- You are welcome to suggest improvements- You are welcome to report bugs

Aseprite Wizard icon image
viniciusgerevini
Aseprite Wizard

Import Aseprite animations to AnimationPlayers, AnimatedSprite2D, AnimatedSprite3D and SpriteFrames.Features:- Godot importer and inspector docks for easy import and re-import.- Adds automatic importers: - Aseprite SpriteFrames: Use Aseprite files as SpriteFrames resources. - Aseprite Texture: Use Aseprite files as static images (only first frame is imported) - Aseprite Tileset Texture: Use Aseprite files with tilemap layers as AtlasTexture which can be added directly to Godot's tileset creator.- Inspector docks to manually import animations to: - AnimationPlayer (Sprite2D, Sprite3D and TextureRect). - AnimatedSprite2D/3D. - As standalone SpritesFrames resource.- Supports Aseprite animation directions (forward, reverse, ping-pong, ping-pong reverse).- Supports loopable and non-loopable animations via Aseprite repeat or tags.- Separates each Aseprite Tag into animations. In case no tags are defined, imports everything as default animation.- Filters out layers you don't want in the final animation using regex.- Supports slices. Import only a region from your file.- For AnimatedSprite - Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites. - Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite and it should work the same way in Godot. - Choose to export the Aseprite file as a single SpriteFrames resource or separate each layer in different resources. - Adds Aseprite file importer to Godot.- AnimationPlayer - Adds and removes animation tracks without removing other existing tracks. - You are free to import multiple files to the same AnimationPlayer or import each layer to their own Sprite/TextureRect and AnimationPlayer. - Supports animation libraries.Aseprite Wizard is only required during development. If you decide to not use it anymore, you can remove the plugin and all animations previously imported should keep working as expected.

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Project DJ Godot icon image
rliop913
Project DJ Godot

Project DJ GodotProject-DJ-Engine (PDJE) is designed for indie developers who want to takerhythm games seriously, and for teams that want DJing to be a deeplyintegrated core mechanic, not just a visual concept or UI gimmick.Instead of hiring a dedicated audio programmer and building a custom audioengine from scratch, you can start from PDJE, a production-oriented softreal-time C++ engine, and spend more of your time and budget on game design,charting, UX, and content.What the PDJE Modules Provide- Core module: Gives you broad control over music and track playback. You can search and load music, start and stop playback, change playback position, and adjust BPM or playback tempo without changing pitch through WSOLA-based time stretching. In hybrid/manual playback, each loaded music item can receive real-time FX such as Filter, EQ, Echo, Distortion, Flanger, Phaser, Panner, Trance, Roll, and Compressor, making it possible to build DJ-style transitions, live remix mechanics, and music-reactive gameplay.- Core module - Editor: Adds an authoring workflow for building the content your rhythm/DJ game needs. You can register music metadata, create mix timelines, automate BPM changes and FX events, author note chart data for gameplay judgement, preview edited results, and prepare finished track/music data for use by the game. It is meant to help teams build and iterate on mixsets and charts without treating every change as a one-off code task.- Input module: Provides low-latency keyboard, mouse, and MIDI ingestion for rhythm-game controls. It can discover and select devices, preserve high-resolution input timing, and treat multiple connected keyboards or mice as separate input sources instead of collapsing them into one generic device. This lets you design gameplay gimmicks around multi-keyboard or multi-mouse setups, device-specific lanes, separated player roles, or arcade-style controller layouts.- Judge module: Turns synchronized music timing, note chart data, and player input into gameplay judgement events. It lets you map keyboard, mouse, or MIDI input to gameplay rails/lanes, apply microsecond-oriented timing windows and offsets, and drive hit/miss feedback, scoring, combo, visual effects, or other rhythm-game reactions from accurate timing results.- Util module: Provides supporting tools for content, analysis, and runtime helpers. It can help with database/cache style workflows, waveform and WebP generation for music visualization, STFT/MIR-based music analysis, OpenCL-backed computation with CPU fallback, and AI-assisted beat/downbeat detection through Beat This. These utilities are intended to support richer music UI, analysis-driven effects, and faster content workflows around the main engine.Under the hood, PDJE is a C++ project that simultaneously acts as:- a real-time DJ engine capable of live-style mixing- an editor where you can author mixsets and note data (note charts)- a central database for managing music tracks, mixsets, and note chart data- a renderer that can pre-render edited mixsets into audio, so they can be played back without real-time performance degradation- a low-level input layer that reads input devices as directly as the OS allows for shipping games, then feeds those inputs into a real-time judgement system for rhythm-game mechanicsPrebuilt Binaries and Godot IntegrationProject DJ Engine treats Godot as a first-class deployment target.This Godot asset is built around prebuilt binaries of:- the core Project-DJ-Engine (PDJE)- the PDJE Godot wrapper- the Project DJ Godot integration layerThese binaries are produced by a CI/CD pipeline directly from the upstreamrepositories. When the engine and wrapper code are updated, new binaries arebuilt and published.By using this asset, you can access the latest PDJE + Godot integration withoutcompiling C++ yourself. You only need to keep the prebuilt binaries up to datewith the provided update script.Required First Step: Update_Project_DJ_GodotAfter installing this asset, run the Update_Project_DJ_Godot script at leastonce before using the plugin in your project.This first update run is required. It pulls the latest prebuilt binaries andrelated files from the linked repositories, resolves Git LFS-backed assets, andkeeps your local copy in sync with the rolling-release pipeline.Requirements: Git and Git LFS.If they are not installed, the script will attempt to install themautomatically. On Windows, you may be prompted for administrator rights.Examples:On Linux:bash Update_Project_DJ_Godot.shOn Windows:.\Update_Project_DJ_Godot.batThis project is under active development and updated frequently. For the bestexperience, run the update script once immediately after installation, and thenrun it regularly to stay current.Agent-Driven Development SupportThis asset includes ProjectDJGodot_Agent_Docs, a documentation and harnessdirectory for agentic coding workflows with Project DJ Godot.ProjectDJGodot_Agent_Docs is written for coding agents and AI-assisteddevelopment tools that help users build Godot 4 projects through the PDJEGDExtension API. It gives agents a structured reading order for the core,input, judge, utility, packaging, troubleshooting, and report-templatematerials.This makes Project DJ Godot easier to use in agent-driven developmentworkflows. An agent can inspect the harness to avoid guessing Godot class names,wrapper boundaries, failure conventions, packaging requirements, and therecommended input-judge-timeline flow.The harness is also useful when preparing human-reviewed bug reports or featurerequests for Discord or GitHub Issues. It is intended to support developers,not to replace human review of generated reports or code changes.DocumentsOfficial DocumentationThe official PDJE documentation explains engine concepts, architecture, andAPIs, including how the Godot integration is structured. It also covers topicssuch as beat-synchronous timing, mixset authoring, note-chart data handling,input, judge integration, utility APIs, and AI-assisted music analysis features.Official docs:https://rliop913.github.io/Project-DJ-Engine/AskToPDJE (Code/Docs Q&A Helper)AskToPDJE is a helper tool that lets you ask questions about the PDJE / ProjectDJ Godot codebase and documentation.It is designed to answer questions like:- what a specific node or module does- where a particular setting comes from- how to extend or modify the input-judge-timeline flow- how a PDJE or Project DJ Godot API should be used from a projectBy using AskToPDJE, you can explore the engine and integration layer morequickly without manually searching through the entire codebase.AskToPDJE:https://github.com/Rliop913/AskToPDJECommunity and Feedback (Discord / GitHub Issues)A dedicated Project DJ Engine Discord server is available for users anddevelopers.You can use the Discord server to:- propose interface/API changes- give usability feedback and improvement requests- ask for help when integrating PDJE or Project DJ Godot into your game- discuss agent-driven development workflows and report draftsOfficial Discord:https://discord.gg/2Pwju7xhmSFor more formal bug reports or feature requests, please open a GitHub Issue onthe corresponding repository. Feedback from Discord and GitHub Issues iscollected together and used to prioritize future changes to the engine,wrapper, and Godot integration.Getting Started (GAME_TEMPLATE)Under the examples/ directory, you will find:examples/GAME_TEMPLATE.tscnThis scene is a minimal game template that wires together PDJE Core, inputhandling, and the Judge module integration.To start your own project:1. Install this asset.2. Run Update_Project_DJ_Godot at least once.3. Copy examples/GAME_TEMPLATE.tscn into your game's scene tree.4. Rename and modify it to match your project's structure.5. Extend the template with your own note charts, visual assets, scoring, and feedback logic.By starting from GAME_TEMPLATE.tscn, you can jump directly into actualrhythm-game and DJ-game design instead of spending time on boilerplateintegration.

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